Sample questions
Gp Ability Cooldown DamageDifficulty 1
An ability's cooldown timer is defined to start the instant the player triggers the ability, not when its cast finishes. The ability has a 1.5-second cast time and a 6-second cooldown. How long after the button press can the ability be triggered again?
- a6.0 seconds after the press, since the cooldown starts at the trigger moment, not at cast end✓
- b7.5 seconds after the press, because the cooldown timer only starts once the 1.5-second cast finishes
- c4.5 seconds after the press, because the cast time is subtracted from the cooldown duration
- dIt depends on whether the ability hits a target, because a miss should not consume the cooldown
Explanation:The cooldown timer is anchored to the trigger moment, so it always finishes 6.0 seconds after the press, regardless of how long the cast itself takes. (b) and (c) both assume the cast time interacts with the cooldown timer, which only holds if the design explicitly starts the cooldown at cast end instead. (d) invents a hit-dependent rule that was never part of the definition.
Gp Ability Cooldown DamageDifficulty 2
A cooldown can be tracked two ways: storing an absolute end time (end = startTime + duration, remaining = end - now) or decrementing a counter by a fixed amount every rendered frame. Which statement correctly describes their difference under a variable frame rate?
- aBoth methods produce identical results at any frame rate, since duration is the only value that matters
- bThe fixed-decrement method is more accurate because it updates every single frame instead of only on demand
- cEnd-time tracking stays correct at any frame rate; fixed-decrement drifts if the real rate differs from what was assumed✓
- dThe absolute end-time method requires the frame rate to be constant, while the fixed-decrement method does not
Explanation:Storing an absolute end time and comparing it against the current time is unaffected by frame rate, because it never assumes anything about how often it gets checked. Decrementing by a fixed per-frame amount only produces the correct total if the real frame rate matches the assumed one; a slower or faster frame rate throws the countdown off. (d) reverses which method actually depends on frame-rate assumptions.
Gp Ability Cooldown DamageDifficulty 1
A cooldown check is implemented by counting rendered frames rather than measuring elapsed time. At a frame rate of 60 frames per second, how many frames correspond to a 100-millisecond wait?
- a10 frames
- b6 frames✓
- c60 frames
- d100 frames
Explanation:One frame at 60 FPS lasts 1/60 second, about 16.67 milliseconds. Six frames cover 6 * 16.67ms = 100ms, matching a 0.1-second wait exactly. (a), (c), and (d) all apply the wrong conversion between frame count and elapsed time.
Gp Ability Cooldown DamageDifficulty 1
An ability's cooldown timer can be bound to game time, which stops advancing while the game is paused, or to real (wall-clock) time, which keeps advancing regardless of pause state. If the timer is bound to real time, what happens to the cooldown while the game is paused?
- aIt resets back to the full cooldown duration as soon as the pause menu opens
- bIt stops advancing, exactly as it would if bound to game time
- cIt advances at half the normal rate while paused
- dIt keeps advancing during the pause, since it is not affected by whether gameplay is frozen✓
Explanation:A real-time-bound cooldown measures wall-clock elapsed time, which keeps ticking whether or not the game simulation is paused, so the cooldown continues counting down while paused. A game-time-bound cooldown would behave the opposite way and freeze along with the rest of the simulation. (a) and (c) describe behaviors neither model produces.
Gp Ability Cooldown DamageDifficulty 1
A charge system lets a player accumulate more than one stored use of an ability, up to a maximum, without each use immediately locking the ability behind its full cooldown. What best describes this mechanism?
- aA stock of uses that slowly regenerates over time✓
- bA single cooldown that simply runs twice as fast as normal
- cA permanent removal of the cooldown once the maximum charge count is reached
- dA rule that only the first use of the ability in a match consumes any resource
Explanation:The defining trait of a charge system is that it behaves like a refillable stock rather than a single lock: each use spends one charge from the current count, and charges regenerate independently over time until the maximum is reached again. (b) describes a faster cooldown, not a stock of uses. (c) and (d) describe mechanisms unrelated to charges.
Gp Ability Cooldown DamageDifficulty 3
Cooldown reduction (CDR) from a buff can be designed to apply in one of two ways: retroactively to a cooldown that is already counting down, or only to the next time the ability's cooldown starts. What is the key behavioral difference between these two options?
- aThere is no behavioral difference; both options always finish the current cooldown at the same time
- bThe retroactive option can only reduce future cooldowns, never the one currently running
- cRetroactive shortens the cooldown already running; next-use-only leaves it untouched and shortens only a future one✓
- dThe next-use-only option immediately cancels the current cooldown entirely, while the retroactive option merely delays it
Explanation:Applying CDR retroactively means an already-running cooldown gets its remaining time shortened as soon as the buff is gained. Applying it only to the next use means the current wait is unaffected and the shorter duration only takes effect the next time the ability is put on cooldown. (a), (b), and (d) each misdescribe one side of this distinction.