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Overcap caps

Started by Axecleaver, Dec 01, 2003, 12:56 PM

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Axecleaver

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%

Sodom

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


Sodom

Sadly enough, it looks like with the introduction of ToA, the only stats you don't have to worry about capping are your resists.

Axecleaver

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.

Sodom

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.


Axecleaver

I've additionally seen spell range, spell damage, archery range, archery damage, and melee damage.