Stat cap

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[edit] General Information

The term stat cap refers to the highest value to which a given player's statistics (such as Strength or Shielding) can go.

Almost all stats have a cap. This is the highest value that a stat can reach before gaining additional points in that stat will not cause the stat to increase further.

[edit] Generic Stats

Starting at a base of 255, stat caps increase by 5 for each level above 60. There are also AAs, known as Planar Power, that raise them by 5 per level. In addition, the generic stat cap raises 5 points per level every level starting at 61.

The caps for Strength, Stamina, Agility, Dexterity, and Charisma are as follows:

  • Level 60 stat cap - 255
  • Level 65 stat cap (no AA) - 280
  • Level 65 stat cap (Planar AA) - 305
  • Level 65 stat cap (Planar + GoD AA) - 330
  • Level 70 stat cap (Planar + GoD AA) - 355
  • Level 75 stat cap (Planar + GoD AA) - 380
  • Level 75 stat cap (Planar + GoD + TSS AA) - 405

Casters have access to additional AAs to raise their Wisdom and Intelligence by five more points per rank, with 15(?') ranks, making the maximum current stat caps for these abilities 480.

Secrets of Faydwer is going to support a new type of item, called Heroic Items, that will provide players with overcap stats. These may effectively remove the generic stat cap.

[edit] History

Up until approximately the release of Planes of Power, the stat soft-cap was 200. This meant that while you could have visible stats up to 255, there were extremely diminished returns on all stats above 200. For instance, a druid would get roughly 10 mana per point of Wisdom up to 200, then for every point above 200 the druid would only gain one man per point of Wisdom. The same was true across the board.

[edit] Armor Class

Armor Class has no hard cap. It does, however, have a soft-cap. This soft-cap varies by class and the mitigation returns above the soft-cap are severely diminished.

[edit] History

Until the release of Ruins of Kunark, Armor Class had a hard cap of 1000 (i.e. The stat was listed as (current AC)/1000).

[edit] Hit Points

Hit Points have no known cap.

[edit] Mana

Mana, like HP, has no known cap.

[edit] Attack

The worn attack cap is 250. This can be increased to 350 by purchasing various AAs that are available to all melee classes.

[edit] History

Until the release of Ruins of Kunark, Attack had a cumulative hard cap of 1000 (there were no direct attack enhancing items, but the stat was listed as (current attack)/1000.

[edit] Regeneration

Regeneration has a default worn cap of 35. This cap does not include a character's natural regeneration, sitting bonus, or Out of Combat regen. This is the maximum that Regeneration can be modified by effects on items.

Various AAs can be used to both increase a character's natural regeneration and the worn regeneration cap.

[edit] Mana Regen

Also known as Flowing Thought.

Mana Regen has a default worn cap of 15. This cap does not include a character's natural regeneration, sitting bonus, or Out of Combat regen. This is the maximum that Mana Regeneration can be modified by effects on items.

Vairous AAs can be used to increase natural mana regen and the worn mana regen cap.

[edit] Mod 2s

The term Mod 2s refers to new effects that were introduced in the Plane of Time.

[edit] Accuracy

Accuracy has a worn cap of 150, not modifiable.

[edit] Combat Effects

Combat Effects have a worn cap of 100, not modifiable.

[edit] Avoidance

Avoidance has a worn cap of 100, not modifiable.

[edit] Spell Shielding

Spell Shielding has a worn cap of 35%, not modifiable.

[edit] DoT Shielding

DoT Shielding has a worn cap of 35%, not modifiable.

[edit] Damage Shield

Damage Shield has a worn cap of 35 (??), not modifiable.

[edit] Shielding

Shielding has a worn cap of 35%, not modifiable.

[edit] Focus Effects

Since focus effects don't stack, only the highest of each type will take effect.

Example: if you have a 20% mana preservation, a 25% mana preservation, and a 20% spell haste item on, you would receive 25% mana preservation and 20% spell haste.

[edit] GoD Mod 2s

The term GoD mod 2s refers to worn effects (similar to focus effects) on items (Improved Dodge, Cleave, etc).

Since GoD mod 2s don't stack with each other, they are only limited by the highest available mod. For instance, Improved Parry III and Improved Parry IV will not stack with each other; the player with both effects will gain the bonus from Improved Parry IV only.

[edit] Instruments

Instrument modifiers have a natural cap of 3.6. Through various AAs this can be increased to a maximum cap of 4.2. Instrument modifiers generally do not stack, yet it's possible to achieve a mod much higher than the current cap.

[edit] Skill % Bonus

Skill bonuses (such as Riposte +8%) do not stack and, like Mod 3s, are only limited by the highest available skill mod.

[edit] History

Prior to Planes of Power all skills had a hard cap of 255, so if you had 250 skill and got an item that modified it by 15%, your skill would still only be 255.

[edit] Damage Bonuses

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This section of the article is a stub; it either has not been written yet, or requires expansion. Please help improve the KnowledgePit by expanding it.

Damage Bonuses (Flying Kick +20, Frenzy +5, etc) have a cap of ???????.

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