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Overcapping and Stat Raises
Posted By: Matt Firor2003-03-20 15:14:08
Yesterday we released a patch note (version 1.61a), which features a change to the way that stat caps work. The explanation was too vague to be useful for testing and information, so here's a more thorough explanation. I'm sorry for the confusion this has caused, hopefully this more fully fleshed-out description will answer many of your questions and concerns.



First and foremost, this feature would best be called "overcapping" instead of "stat cap raise". The stat caps essentially remain the same, but now you can go over them, with extremely diminished returns the farther over the old cap you go.

Please note that, as with all Pendragon features, this overcapping system may change significantly during the testing process. We'll keep you all up to date via patch notes when this changes.

Here are some new definitions:

Optimal Stat Level: This is the old stat cap number. With overcapping, you can now go "above" this optimal level, with diminishing returns. For example, if your strength cap in 1.60 was 300, the optimal stat level for your strength is 300, but now you'll be able to take your strength above 300.

Diminishing Returns: Taking your stats above the Optimal Stat Level provides diminishing returns. Your stat increases provide a much lesser effect on your character. In the previous example, where a 300 strength is the optimal stat level, you can take your strength up to 350 or higher, but with extremely diminished damage and encumbrance gains.

Overcapping: When you raise your stats past the Optimal Stat Level, gaining diminishing returns from the increase. In our example, if your optimal strength is 300, if you buff your strength up to 350, then your strength is considered "overcapped".


Here are the new formulas for how overcapping works:

Bonus stats from items now cap at (character level)*1.5 + (realm level)*5

Baseline buffs now have a cap of (character level) + (realm level/2)

Spec buffs now have a cap of (character level)*1.5 + (realm level/2)

Hitpoint cap changes: the new hitpoint cap from items is (character level)*4 + (realm level)*2

Power cap changes: the new power cap is (character level)/2 + (realm level)/2

The diminished returns of going over your optimal stat level: If bonus stats from items go over (character level)*1.5, every 25 stat points provide a stat bonus.

Why are we doing this? Currently, if someone has all (or some) of their stats at the cap, they have no reason to use any new equipment that they find. For example your Strength and Dex are both at cap, and you find a ring that is +30 Str and +30 Dex. Why would you use this ring? It is a great ring with great stats, but because yours are already capped, it is useless to you. With Overcapping, you could and would use this ring to take your stats above the Optimal Stat Level. This gives more flexibility for how you use stats on your character, and gives a purpose for all of the great items that you are finding out there.

Because of the way that Overcapping is being implemented, your special Spellcrafted armor is NOT less effective than it was in the past. You are STILL at your Optimal Stat Level, and are getting the most bang for your buck out of your armor. If you find jewelry or armor pieces that have better stats and can take you over the old cap, now you can USE them.

On the other hand, if you want to specialize in one or two stats, you can setup your Spellcraft template to overcap those stats. You could technically take your Strength to 400 for example, but the benefits you gain from taking it that far above your Optimal Stat Level are minimal and the amount of stat points that you would have to give up elsewhere (like in Constitution), would make this an unwise choice for most people. While you might hit a little harder (due to diminishing returns), you would have MANY less hitpoints (because the Constitution you are giving up is below the Optimal Stat Level and therefore giving you much more benefit).

Also, there are several bugs with the system as implemented that we are fixing right now, and we'll get that fixed version up to Pendragon as soon as we can - probably later today.



 

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