Chronicon

Chronicon

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Caps
Are there any unspoken stat caps? Like a max +move speed, or cooldown reduction, or anything else?
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Showing 1-11 of 11 comments
Arkatar Apr 6, 2017 @ 4:15pm 
Max cooldown reduction is 90%.
Max resistance is 80% (after difficulty penalty).
The rest is uncapped as far as I know.
Squarebit  [developer] Apr 7, 2017 @ 1:30am 
There's also..
Block Damage at 50%
Block Chance at 75%
Mana Cost Reduction + Overpower + Knockback Chance + Crit Chance + Soul Steal Chance at 100%

And Magic Find at 999% :)
Pickle Bath Apr 7, 2017 @ 7:30am 
Hah anyone have any silly videos of super maxed movement speed if it's uncapped?

Thanks for the info otherwise. Are these in Help anywhere? Otherwise I'll make a note to try to remember.

Also does Overpower become necessary at later levels to get through enemy resistances? Or can you pretty much outdamage them without running into enemy immunity?
Last edited by Pickle Bath; Apr 7, 2017 @ 1:18pm
Squarebit  [developer] Apr 8, 2017 @ 2:34am 
I don't think you can get more than roughly 300%.. so it doesn't get that silly :)

Yep all caps should be listed in the Help, under the "Stats explained" section.

Overpower is not strictly necessary in late game but it will definitely help you a lot. It will likely be more needed in a future update (Thinking about adding more resistances instead of tacking on health). The Mastery tree alone will get you 60% though so it's not too hard to stack up.
Arkatar Apr 8, 2017 @ 6:34am 
Originally posted by Squarebit:
The Mastery tree alone will get you 60% though so it's not too hard to stack up.
About that, I feel like it's too easy to cap Overpower. To truly cap resistances you need 130%, and you can only get 30% from Mastery. To cap Overpower you need 100%, and you can get 60% from Mastery. Doesn't feel right to me. Basically makes it almost unnecessary to have Overpower on gear, especially when getting some from skills.
Last edited by Arkatar; Apr 8, 2017 @ 6:35am
Pickle Bath Apr 8, 2017 @ 12:48pm 
Okay cool.

What does say "Lightning Resistant" (forget the exact wording) as a feature of a champion monster equate to in terms of resistances? Does that scale with difficulty? Do monsters get a flat +X% resistance per difficulty?
Squarebit  [developer] Apr 9, 2017 @ 3:52am 
Originally posted by Arkatar:
Originally posted by Squarebit:
The Mastery tree alone will get you 60% though so it's not too hard to stack up.
About that, I feel like it's too easy to cap Overpower. To truly cap resistances you need 130%, and you can only get 30% from Mastery. To cap Overpower you need 100%, and you can get 60% from Mastery. Doesn't feel right to me. Basically makes it almost unnecessary to have Overpower on gear, especially when getting some from skills.

I agree, and I have some planned changes to Masteries, but I am not sure when I will focus on that yet!



Originally posted by Shell:
Okay cool.

What does say "Lightning Resistant" (forget the exact wording) as a feature of a champion monster equate to in terms of resistances? Does that scale with difficulty? Do monsters get a flat +X% resistance per difficulty?

I can't check right now, but off the top of my head I think they get 50% resistance.. and difficulty might add a little more with each step. Difficulty does not affect base resistances with any affix, though. May change!
Pickle Bath Apr 9, 2017 @ 7:41pm 
Okay cool! Just didn't want to suddenly run into an enemy and be doing 0 damage and not know why.
Omni Apr 10, 2017 @ 6:52pm 
In my opinion of general stat gearing, Getting Resistance cap is pretty rough if you don't count in buffs off the tree. You are able to get 15% All Res on 5/8 of your items, which is only 75, then you get 30 from masteries for a total of 105%. If you get 17% Phys res and double 20% secondary res on chest/boot/any3rd piece, then you are still short 5% secondary res and 8% phys res. Granted I think every class can cover that through one of their tree's passives. But in my opinion its still a really big investment to try and maintain 1 layer of defense. Cooldown Reduction is the best secondary stat, along with Effect Duration. Because these are so strong, its almost improbable to try and drop them for a secondary res. Damage is also really strong, simply because it alone is worth 100 mastery points (Might be because of how weak +damage mastery is). Crit loses a lot of value imo since a lot of the higher damaging/Meta builds comprise of DoTs and DoT's can't crit, nor do they scale from the original hit of the crit (Not sure if this is intentional). So this makes Crit lose a lot of its value, and because Crit loses a lot of value, Crit damage follows suit. %all element is really strong with All for One builds, but thats about it, making it really niche. As stated above, Overpower is a free stat from mastery and even if it wasn't, there isn't enough mobs with resistances to require overpower a lot of the time. If Overpower was changed to be more like Penetration, this would make it more valuable since it would allow you to do more damage to mobs with less amounts of resistance, such as dealing damage as if the mob had -50% resistance or so.

I guess all in all, I just feel that gearing for endgame currently is way too much heavily focused on defense and not many options for offense since most offensive stats are either too niche or gained elsewhere.
Last edited by Omni; Apr 10, 2017 @ 6:53pm
Squarebit  [developer] Apr 11, 2017 @ 12:50am 
It all depends on how far into endgame you get.. there's a chest armor that makes getting resistances a breeze, for example. Overpower is very, very useful in late endgame as well!

As for crit, yeah, for some builds/classes it does get useless, and for others it is not. It just comes down to your build :)

The next update will open up a lot more freedom in stat acquisition!
Arkatar Apr 11, 2017 @ 6:38am 
Originally posted by Squarebit:
The next update will open up a lot more freedom in stat acquisition!
Stop teasing us and release it already! :-P (just kidding of course, hehe)
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Date Posted: Apr 6, 2017 @ 3:30pm
Posts: 11