Maximum Number of Useful Chronoboosts Ĭhrono Boost performs 30 seconds of work for every 20 seconds of time to find the total production time, assuming continuous Chrono Boosts: (Build Time)=(Build Time)- 10*(# of chronos) So the three Chrono Boosts save a total of 10 + 10 + 5 = 25 seconds. If Chrono Boost is used a third time, in the first ten seconds of the Chrono Boost, it performs 15 seconds of work, which finishes the Colossus, and the second half of the Chrono Boost is wasted. Now there are only fifteen seconds left on the progress bar.
Again, with the second Chrono Boost, after 40 seconds, the Colossus progress bar is at the 60 second mark, saving another ten seconds. Assuming that Chrono Boost is activated perfectly simultaneously with the Colossus, after 20 seconds, the Colossus progress bar is at the 30 second mark, saving ten seconds. Take for example using Chrono Boost on a Colossus, which normally takes 75 seconds. that does not end before the production ends) saves you 10 seconds of production or research time, which is a 33% reduction in the total research/production time. 20 (game seconds) = 20*1.5 = 30 (game seconds of work).20 (game seconds) = 20 (game seconds of work)Ĭhrono Boost, however, increases the work a building does by 50% (or factor of 1.5):.20 seconds to complete 30 seconds of work).Ĭhrono Boost lasts 20 seconds, and normally: The 50% acceleration factor means that while a building is Chronoboosted, the speed at which it builds/researches is 1.5 times faster than normal. On the building's interface, you will not notice any change in the projected research time, but the progress bar will fill up faster. 4.1 Energy Regeneration and Chrono BoostĬhrono Boost(CB) puts buildings into an "accelerated state" in which they'll build/upgrade 50% faster for 20 in-game seconds the actual length of which depend of game speed, and are measured by the SC2 game clock.4 Maximum Number of Useful Chronoboosts.