I have been doing a lot of extensive testing on the matter and I'm ready to present the results for majority of the abilities.
If you ask me, this ithread should be stickied somewhere.
Special Saver:
Stealth Jump (after 1.3 patch):
Ninja Squid (before 1.3 patch):
Ink Resistance Up (before 1.3 patch):
Ink Resistance Up (after 1.3 patch):
Cold-Blooded:
Haunt:
Opening Gambit:
Work in Progress:
Good to know information:
If you ask me, this ithread should be stickied somewhere.
Special Saver:
- 1x Main = +12.5% (62.5% of your special gauge at the time of your death recovered)
- 2x Main = +25% (75% of your special gauge at the time of your death recovered)
- 3x Main = +37,5% (87.5% of your special gauge at the time of your death recovered)
- 1x sub = +4.2% (54.2% of your special gauge at the time of your death recovered)
- 2x sub = +8.4% (58.4% of your special gauge at the time of your death recovered)
- 3x sub = +12.5% (62,5% of your special gauge at the time of your death recovered)
- +50%
- Amount of abilities to reach cap: 3x main + 3x sub
- NO DIMINISHING RETURNS.
- 1x Main = -6.6% (amount of points needed to build a special is 168)
- 2x Main = -13.2% (amount of points needed to build a special is 157)
- 3x Main = -19.8 (amount of points needed to build a special is 146)
- 1x Sub = -2.2% (amount of points needed to build a special is 176)
- 2x Sub = -4.4% (amount of points needed to build a special is 172)
- 3x Sub = -6.6% (amount of points needed to build a special is 168)
- Cap: -30%
- Amount of abilities to reach cap: 3x main + 5x sub
- NO DIMINISHING RETURNS
- 1x Main = +12.5%
- 2x Main = +25% (+12.5% stand-alone)
- 3x Main = +37.5% (+12.5% stand-alone)
- 1x Sub = +4.2%
- 2x Sub = +8.4% (+4.2% stand-alone)
- 3x Sub = +12.5% (+4.2% stand-alone)
- Cap: +50% (assumed)
- Amount of abilities to reach cap: 3x main + 3x sub
- NO DIMINISHING RETURNS
- 1x Main = +9%
- 2x Main = +16% (+7% stand-alone)
- 3x Main = ´+21% (+5% stand-alone)
- 1x Sub = +4%
- 2x Sub = +7% (+3% stand-alone)
- 3x Sub = +9% (+2% stand-alone)
- Cap: +30%
- Amount of abilities to reach cap: 3x main + 3x sub
- Diminishing returns: -2% for every stacked main ability.-1% for every stacked sub ability.
- 1x Main = +5%
- 2x Main = +9% (+4% stand-alone)
- 3x Main = ´+13% (+4% stand-alone)
- 1x Sub = +3%
- 2x Sub = +5% (+2% stand-alone)
- 3x Sub = +7% (+2% stand-alone)
- Cap: +20%
- Amount of abilities to reach cap: 3x main + 3x sub
- Diminishing returns: -1% after the first main/sub ability.
- 1x Main = +15%
- 2x main = +22.5% (+7.5% stand-alone)
- 3x Main = +30% (+7.5% stand-alone)
- 1x Sub = +7.5%
- 2x Sub = +11.25% (+3.75% stand-alone)
- 3x Sub = +15% (+3.75% stand-alone)
- Cap: +50%
- Amount of abilities to reach cap: 3x main + 5x sub
- Diminishing returns: Effect halved after the first main/sub ability.
- 1x Main = +10%
- 2x Main = +15% (+5% stand-alone)
- 3x Main´= +20% (+5% stand-alone)
- 1x Sub = +5%
- 2x Sub = +7.5% (+2.5% stand-alone)
- 3x Sub = 10% (+2.5% stand-alone)
- Cap: +25%
- Amount of abilities to reach cap: 3x main + 2x sub
- Diminishing returns: Effect halved after the first main/sub ability.
- Skill has been taken back to testing due to inconsistencies with other abilities.
- 1x Main = +??%
- 2x Main = +??%
- 3x Main = +??%
- 1x Sub = +??%
- 2x Sub = +??%
- 3x Sub = +??%
- Cap: 60%
- Amount of abilities to reach cap:
- 1x Main = +15%
- 2x Main = +22.5% (+7.5% stand-alone)
- 3x Main = +30% (+7.5% stand-alone)
- 1x Sub = +7.5%
- 2x Sub = +11.25% (+3.75% stand-alone)
- 3x Sub = +15% (+3.75% stand-alone)
- Cap: +40%
- Amount of abilities to reach cap: 3x main + 3x sub
- Diminishing returns: Effect halved after the first main/sub ability.
- 1x Main = +15%
- 2x Main = +28.5% (+15% from default distance)
- 3x Main = +42% (+15 from default distance)
- 1x Sub = +5%
- 2x Sub = +10% (+5% from default distance)
- 3x Sub = +15% +5% from default distance)
- Cap: +50%
- Amount of abilities to reach cap: 3x main + 3x sub
- Note: All values are calculated from your default throwing distance, which is "3.5 lines". Each main ability increases the "line amount" by 0.5 lines. Each sub ability increases the "line amount" by 0.33 lines. Max throwing distance is assumed to be 5.25 lines.
- Diminishing returns: Effect halved after the first main/sub ability.
- 1x Main = -10%
- 2x Main = -20%
- 3x Main = -30%
- 1x Sub = -5%
- 2x Sub = -10%
- 3x Sub = -15%
- Cap: -50%
- Amount of abilities to reach cap: 3x main + 4x sub
- NO DIMINISHING RETURNS
- +5% Super Jump duration
Stealth Jump (after 1.3 patch):
- +20% Super Jump duration
Ninja Squid (before 1.3 patch):
- -5% Swim Speed
- -10% Swim Speed
Ink Resistance Up (before 1.3 patch):
- Movement Speed in enemy ink reduced from -87.5% to -20%
- Damage taken while standing in enemy ink reduced to 25% (normally 50 damage over 3 seconds, with Ink Reistance Up, 25 damage over 6 seconds).
- Jumping height and speed penalty reduced from 60% to 0%.
Ink Resistance Up (after 1.3 patch):
- Movement Speed in enemy ink reduced from -87.5% to -50%
- Damage taken while in standing in enemy ink reduced to 50% (normally 50 damage over 3 seconds, with Ink Resistance Up, 25 damage over 3 seconds).
- Jumping height and speed penalty reduced from 60% to 0%.
Cold-Blooded:
- Duration of location pointers -75%
Haunt:
- Points the location of the enemies for 12 seconds
Opening Gambit:
- Running Speed: +20%
- Swim Speed: +15%
Work in Progress:
- An image where this information is presented better
- Quick Respawn
- Ink Saver (Sub)
- Tenacity
- Last-Ditch Effort
Good to know information:
- 1x Sub ability = half of 1x Main ability
- 3x Sub abilities = 1x Main ability (for most abilities)
- Adding sub on top of a main automatically halves the sub if the ability has diminishing returns (For example 1x Run Speed Up Main + 1x Run Speed Up Sub = +18.75% increase instead of 22.5%).
- It doesn't matter if the sub abilities are on the same gear or spread across different gears. The boost you get is the same either way.
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