- ▸Same-source bonuses stack additively. Cross-source bonuses stack multiplicatively.
- ▸Three +30% runes ≠ +90%. They go on three separate nodes that may all feed the same final stat — check before you spend.
- ▸Gear mods, rune nodes and buffs sit in different stacking buckets. Mixing buckets gives the biggest gains.
- ▸Past about +200% total drop chance, marginal value starts dropping — diversify into Chest Cap and Auto-Open Speed.
- ▸Same-source vs cross-source
Same-source vs cross-source
Inside one source (e.g. all your rune nodes contributing to Drop Chance Normal Chest), bonuses add: 10% + 7% + 7% = 24%. Across sources (rune total × gear mod × consumable buff), they multiply: 1.24 × 1.15 × 1.10 = ~1.57, or +57% effective.
The three buckets
- •Rune bucket — permanent. Roughly +5% to +20% per node, additive within itself.
- •Gear bucket — temporary while equipped. +Drop Chance rolls on accessories.
- •Buff bucket — temporary timed buffs from items/events.
Diminishing returns
Drop Chance has a soft cap in the sense that you can only open chests as fast as your Auto-Open timer allows. Past about +200% combined drop chance, your bottleneck flips from "do I get a chest" to "can I open them fast enough". At that point, invest in Rune of Lubrication (reduce auto-open time) and Rune of Containment (max chest cap) instead of more drop chance.
Unofficial fanpage. All assets belong to TaskBarHero · TesseractStudio / Nugem Studio.
- •Heroes
- •Stages
- •Items
- •Monsters
- •Skills
- •Runes
- •Cube
- •Synthesis
- •Crafting
- •Materials
- •Pets
- •Storage
- •Skins
- •Mechanics
- •Buffs
- •Stats
- •Achievements
- •Leaderboard
- •Audio
- •Sprite Atlas
- •Search
- •Tools