Vengeance

Vengeance => public => Topic started by: Axecleaver on Dec 01, 2003, 12:56 PM

Title: Overcap caps
Post by: Axecleaver on Dec 01, 2003, 12:56 PM
Traditional cap to stats: 75 (level * 1.5)
Cap on overcap: 25 (level/2)
Cap on hp overcap: 200 (level * 4)
Cap on +enh %, +heal %, +melee speed/damage%: 25%
Title: Overcap caps
Post by: Sodom on Dec 01, 2003, 02:31 PM
So, an (impossible) optimized SC'd setup has:

+100 on stats
+25 to cap on stats
+400 HP
+200 to hp cap
+26% to resists
+11 to skills
+25% melee damage
+25% melee speed
+25% casting speed
+25% spell damage/effectiveness
+25% spell range
+25% spell duration

Title: Overcap caps
Post by: Sodom on Dec 01, 2003, 02:32 PM
Sadly enough, it looks like with the introduction of ToA, the only stats you don't have to worry about capping are your resists.
Title: Overcap caps
Post by: Axecleaver on Dec 01, 2003, 02:36 PM
That's correct. It seems like a reasonable goal to max out your prime stat and one +% thing -- like dex and casting speed, for example.
Title: Overcap caps
Post by: Sodom on Dec 01, 2003, 07:57 PM
The problem is that cloth drops all seem to get the +spell% bonuses, while leather and chain get +enh% or +rejuv%. I wonder if a friar wearing cloth with +spell% gets bonuses to both rejuv% and enh%...

Has anyone catalogued the different types of bonus %'s yet? I've seen range, damage, duration, rejuv, buff spell and enhance.

Title: Overcap caps
Post by: Axecleaver on Dec 02, 2003, 11:54 AM
I've additionally seen spell range, spell damage, archery range, archery damage, and melee damage.