Charge Time Reduction Questions

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Alwen
Legacy Username

Does anyone have any in depth information on this?

My first question is, if you get something with Very High CTR will it still stack with the natural CTR that a weapon gets from leveling it up?

If the answer is no, is two medium CTRs enough to be the same as a single Very High CTR (which would effectively make anything higher than medium CTR useless, so I sort of doubt this)?

Is low CTR noticeable at all?

Thanks in advance.

Shidara
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Answers

Answer to question 1
Yes, it will.

Answer to question 2
Why would higher than Medium be useless? It has six stages, going from Low to Maximum! The order is as follows;
Low (stage 1) - Medium (stage 2) - High (stage 3) - Very High (stage 4) - Ultra (stage 5) - Maximum! (stage 6)
So yes, two Medium equals Very High. (2 + 2 = 4)

Answer to question 3
There's a slight difference, but yes, it's noticeable.

Alwen
Legacy Username
Is there an evidence of

Is there an evidence of exactly how much each stages reduces the time it takes to charge?

Edit: The reason I figured two mediums would be enough for a weapon is because this page on the wiki says the ability rating for a weapon only goes up to very high.

http://wiki.spiralknights.com/Abilities

But that perhaps might just mean the highest a UV can be, and not the highest total?

Heimdallr's picture
Heimdallr
CTR Very High is just the

CTR Very High is just the highest UV a weapon can get from crafting. It'll stack with the CTR Medium it gets from heat level 10, making it Maximum!.

Shidara
Legacy Username
Theory

I believe CTR UV is the only UV-kind that caps at stage 4.

Eeks's picture
Eeks
>I believe CTR UV is the only

>I believe CTR UV is the only UV-kind that caps at stage 4.
All UVs have four stages. The weapon UVs just have a different naming scheme because they can stack with other bonuses. On armor and shields the fourth stage (vhigh) is just named maximum because that's the highest the UV can go. For weapons a vhigh can still combine with natural bonuses or armor bonuses to reach a hard cap.

---

I did some tests w/ bomb CTRs in case you're wondering if it is worth it to go above medium or not (cliffs: it is.. if you are willing to pay). I also included some Levi tests for the numbers I could gather:

http://forums.spiralknights.com/en/node/13148

nearo
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Just a little contiribution here,

Though CTR varies between bombs, very high takes a few seconds off on Shivermist, and max takes another second off.

Alwen
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Well, I got a Medium CTR Haze

Well, I got a Medium CTR Haze bomb I'm gonna turn into the Freezing Bomb, you think that would be perfectly fine to go with or should I shoot for Very High?

Shidara
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eek5, Thanks

That clears things up.

CrashFu
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I like how it's percentage

I like how it's percentage based, so the effect on bombs is more noticeable with the ones that were slower to begin with, making them much closer in charge time to the faster bombs. So if someone takes the risk of using the Mad Bomber Gear, with its incredible medium CTR on both the armor and helm, they will find the bombs that people usually pass up due to slow charge times becoming much more viable to use.... (inherently reaching stage 6 CTR once the bomb is completed, and all) and the fact that most of those slower bombs do more base damage than the others, and the Mad Bomber gives a big increase in bomb damage, and damage bonuses are percent based as well...

You'd almost think that "Mad" Bomber Gear and Big "Angry" Bombs were meant to go together, huh? ;D

Matuse
Legacy Username
It's not percentage based. At

It's not percentage based. At least, not on any of the bombs I've tested. I haven't gotten to every bomb yet since I only recently started playing, but so far every bomb and every variation of upgrade to CTR (UV on the bomb, leveling the bomb, demo gear) gives .2 seconds of charge reduction.

Eeks's picture
Eeks
@Crashfu: No, the Big Angry

@Crashfu: No, the Big Angry Bomb is terrible no matter what you're wearing. See Bomb Balance Issues

@Matuse: It might not be percentage based, but it definitely is not an arbitrary charge time reduction that is flat across every stage. It just happens that the reduction between stage is "around" 0.2 seconds for haze bombs and that most bombs have haze-bomb-charge-times. This is purely coincidental and conclusions should not be drawn from it and applied to all charge time reductions. See: CTR Bonus Tests