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Theoretically Removing "Maximum" Limits.

6 replies [Last post]
Thu, 12/25/2014 - 02:20
Playerman's picture
Playerman

As most of us may know, buffs that are added on by equipment will cap at a maximum of +6. This usually leads to people maxing out ASI, CTR, and Damage. But what would happen if this limit was removed? Would it be balanced, having alchemers as an example, shoot out charge attacks at a rate of +16 CTR, the highest achievable amount, but with lower damage and animation speed?

My immediate guess at a response is probably not. Actually, it would be very unbalanced. If I can recall, CTR is determined by chunks being removed from the total time needed to charge, and not percentages. If anything, it would be quite interesting.

As a side question, what would you think would be entertaining combinations of weapons and prioritized buffs? Such as Cutters that have been prioritized with ASI.

While I have implied this, I think I should note that this would only apply to weapons, and not armor.

Thu, 12/25/2014 - 03:06
#1
Keepscaite's picture
Keepscaite
+6 is Ultra, Maximum should

+6 is Ultra, Maximum should be +8

Being able to get +14 for CTR would finally make bombs more than viable in LD. But it would overall make the game a little absurd, imagine the damage from a +16 boosted Blitz Needle.

Thu, 12/25/2014 - 03:36
#2
Krakob's picture
Krakob

The highest stat possible would be on bomb CTR in Lockdown, I think. How much?

  • +4 from the recon module
  • +4 from Chaos
  • +6 from heat+UV
  • +4 from Trinkets

That's a sum of 18.

I think this would be kind of ridiculous and would put less limits on the pay to win aspects of this game. If weapons would have to be nerfed for this to be implemented, it would be even more ridiculous as newbies would just be weakened while the powerful players would become even more powerful.

Thu, 12/25/2014 - 06:00
#3
Bopp's picture
Bopp
response

While I have implied this, I think I should note that this would only apply to weapons, and not armor.

On the contrary, as the game currently stands there are no caps on defense. Damage protection and status resistance can add to arbitrarily large values (limited only by the current offerings in the game, and the practical value of certain status immunity thresholds).

Such as Cutters that have been prioritized with ASI.

Have you ever used a Cutter with ASI+6? It's a lot of extremely fast clicking. A Cutter with ASI+12 might be physically unpleasant.

I agree with the other remarks, that removing caps might make the game very unbalanced.

Thu, 12/25/2014 - 11:23
#4
Ode-To-Nitronome's picture
Ode-To-Nitronome
^^^^^

What Bopp said, defensive stats have no caps. This is what allows people to be practically immune to certain statuses.

Max! CTR for bombs is already a bit much, actually. Yea, I like the caps how they are

Thu, 12/25/2014 - 11:42
#5
Playerman's picture
Playerman
Thanks for the input.

Since you mentioned resistances, I'd like to ask another question. Do you think it should be possible for knights to become immune to Strong statuses? As of now it is impossible, even with +23 status resistance, which I believe is the highest possible. 5* trinkets give +2, I think. It feels a lot smaller than it should be.

Thu, 12/25/2014 - 18:25
#6
Bopp's picture
Bopp
don't think so

Short answer: I don't think so.

Long answer: We have a thread about this every couple of months. Try searching Google for something like "status immunity site:forums.spiralknights.com" (without the quotation marks). You will find many threads.

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