I'm looking at my adornments now with a critical eye since Things Have Changed. However, the most recent Stat Cap data I have (posted below) is almost certainly out of date. Can the numerically-minded assist me with edits and updates? Items that people have added are green and underlined, items that have been recommended for deletion are red and strike-through.
Skill Cap
- Skill Cap = 5.46 * level at 92. Anything past that is converted into minimum damage.
- Skill Cap = 6.5 * Level
- Example: A level 70 player has a skill cap of 455, which means that even though she has a focus of 350 with +125 focus bonus from buffs and gear, only 105 points of the increase in focus has an effect. As of GU61 Skills over their cap grant new bonuses.
There is no hard cap for Crushing, Slashing, Piercing or Ranged. These skills are contested against the target's defense and parry. The attacker needs 100 more points in their skill than the defender has in their opposing skill to receive the max amount of accuracy or avoidance based on combat skills. A Ranger would need 600 Ranged Skill to receive max benefit against a target with 500 Defense.
- Example1: A level 70 player has a skill cap of (6.5*70) or 455.
- Example2: A level 80 player has a skill cap of (6.5*80) or 520.
- Example3: A level 90 player has a skill cap of (6.5*90) or 585.
Regen Cap
Mitigation Cap
- In-combat HP Regen Cap = 3 * Level
- In-combat HP Regen Cap (from Items) = 3 * Level * 0.5
- In-combat Power Regen Cap = 1.5 * Level
- In-combat Power Regen Cap (from Items) = 1.5 * Level * 0.5
- Example: A level 60 player is decked out in power regen items and has the equivalent of 50 power regen per tick thanks to her items. She is also in a group that has an Illusionist who is giving her another 50 power regen per tick. Since the cap from her items is 1.5*60*0.5=45, she only receives 45 power per tick from her gear. The cap for total power regen at her level is 1.5*60=90. With the 45 power per tick from her items, she would only receive 45 power per tick from her group buffs as well. Any additional buffs or power regen gear would have no effect on her power regen.
Crit Mitigation Cap
- Mitigation Cap = 150 * Level = 75%
- Mitigation increases result in increasing returns until (52.5 * Level) at which point mitigation suffers from diminishing returns.
Critical Mitigation is a contested skill, it subtracts the critical bonus of a mob. As a result if a mob has 120% critical bonus the maximum value of critical mitigation that would be useful is 120%. Anything over this amount has no effect.
- No Cap
- 100% Crit mitigation only means that you will mitigate 100% of a 120% crit bonus
Ability Modifier Cap
Crit Chance Cap
- Ability Modifier Cap depends on the damage/heal amount of the spell/ca/heals, adding 50% of of whatever base hit you roll. This is after the potency calculation but before the crit bonus.
- The highest amount of Ability Modifier is reached when you have 50% of your highest spell/CA/heal
- Diminishing returns starts when you get the 50% of the minimum base hit on your lowest spell/CA/heal.
- AOE attacks cap at 33%
- Ability Mod for trigger-based spells (and reactives?) is 1.02/(base number of triggers). The base number of triggers is calculated before AA/focus/TW increases.
Before GU55:
- If you have 100 more crit chance then the mob's crit avoidance, you will always crit on offensive arts, no matter what the level of the mob.
- Harder zones have a zone-wide debuff that reduces crit chance for beneficial spells: in these zones you need to have 100 more crit chance than the amount being debuffed to always crit on benfecial spells such wards and heals.
- Having more crit chance then is required for a zone/mob gives no benefit. HM Skyshrine requires 390 Crit Chance, PoW named require 408, 430, 425 Crit Chance.
- Crit hits - 100%
After GU55:
- 100% crit means that if you are level 80 and your target is level 80 that you can crit 100% of the time if you hit
- 116% crit means that if you are level 80 and your target is level 88 that you can crit 100% of the time if you hit
With GU59:
- Crit is no longer contested. 100% crit is 100% crit.
Avoidance Cap
- 100% crit chance is 100% crit chance if the monster/named doesn't have critial avoidance
- A mob has 30% critical avoidance => you need 130% crit chance to crit 100% of the time
The Avoidance Cap is not currently applicable to brawlers.
- Avoidance Cap = 80%
- Base = 80%
- Blocking = 70%
- Parry = 70%
- Deflection = 70%
Block (Non-Brawlers): A Block is based on the player's shield. The higher the protection rating, the higher chance to block. All block that is used by a non-Brawler class is uncontested, meaning it is a straight percentage chance to avoid an incoming attack.
Block (Brawlers): Brawlers have two types of Block. Contested block which is based on their Deflection Skill and level difference and Uncontested Block which is based off of their "Minimum Deflection Chance."
Parry: A parry is generally a contested roll based on the defender's parry skill and level compared against the attacker's weapon skill and level.
Riposte: There is a chance that any Parry will turn into a Riposte. A Riposte is a parry that also deals damage to the attacker. The base chance for a Parry to convert to a Riposte is 20%.
Dodge: A dodge is generally a contested roll based on the defender's defense skill and level compared against the attacker's weapon skill and level.
The formula for determining avoidance based on the three subsets of avoidance is unknown at this time.
Haste and DPS
DPS bonus has a soft cap of 200, after-which diminishing returns reduce the increase in its effectiveness. Diminishing returns for both haste and DPS starts at 100. At 100, you're doing 100% more damage, and swinging 100% faster. At 200, you're only at 125%. After 200 is when the other set of overcap bonuses kick in.
All haste over 200% increases flurry by small amounts.
Haste Cap = 200 Points = 125%
Over soft-cap conversion for Haste to Flurry:
DPS Bonus Cap = 200 Points = 125%
- 200: 0%
- 300: 1.46%
- 500: 2.87%
- 700: 4.2%
- 900: 5.5%
- 1200: 6.73%
Over soft-cap conversion for DPS
Multi Attack
- 200: 125%
- 300: 135%
- 500: 145%
- 700: 155%
- 900: 165%
- 1200: 175%
Multi-Attack Rates:
- Multi Attack = Soft cap of 500 600, after this point MA has large diminishing returns.
- Every 100% of Multi Attack your character has will allow you to strike the enemy one more time from the base auto-attack of one. At 600%, you will get six swings per round. After that there is a huge jump before you reach seven swings per round.
- Main hand and Offhand proc the MA
AE Auto Attack
- 100: 1 Extra Attack
- 200: 2
- 300: 3
- 400: 4
- 500: 5
- 600: 6
- Unknown?: 7
- 1000: 6
- 1600: 7
- 2300: 8
Hate Transfer
- Caps out at 100% = hitting multiple mobs 100% of the time when auto attack occurs.
- Main hand and offhand procs AE Auto Attack.
- AE Auto attack hits 4 additional targets
Hate Gain
- Caps at 50%.
- If you have more than 50% Hate Transfer, each transfer is normalized to no more than 50%.
Casting and Reuse of CA/Spells
- The cap for hate gain modifiers is 100%.
- The hate decrease modifier cap is 50%.
The cap for Casting and Reuse is 100%, as it shows up in your stats window. When you get to 100%, it cuts the times in half.
The Speed Cap is 50% no matter if AA, Item or Buff it can't be less then 50% before modifiers
- A spell or ca has a casting time of 10 seconds => Cap is 5 seconds as reuse time
- A spell or ca has a recast time of 20 seconds => Cap is 10 seconds as casting time
- Reuse
- Spell and CA Reuse has a Cap of 100% Reuse speed
Note
- Casting Speed
- Combat Arts have a Casting Speed Cap of 100%
- Spells have no Cap, it can't be cast faster then 50% of the original speed, but you gain Spell Double Attack Chance when you casting speed is greater then 100%
Game Update 61
- Cap/Background - A post from the offical forum about the last change
- LU29 EOF Update notes
- Many stats now provide additional benefits to other stats! See below for details:
- Having parry skill over the level cap now gives a bonus to uncontested parry and uncontested riposte.
- Having defense skill over the level cap now gives a bonus to uncontested dodge.
- Having haste over the cap now gives a bonus to flurry.
- Having weapon skill over the cap now increases your minimum damage amount making it closer to the maximum amount.
- Having weapon skill over the cap now gives a bonus to riposte damage.
- Having spell and combat art skills over cap now increases the minimum damage of those spells and combat arts making it closer to the maximum amount.
- DPS is now a rating that translates into the actual increase to your melee damage with no cap. Mouse over the DPS stat in your persona window to see the actual percent increase to your damage.
- Having spell casting speed over the cap now gives you a slight bonus to double cast spells.
- Multi Attack is now a rating rather than a straight percent chance for additional attacks. Mouse over the Multi Attack stat in your persona window to see how many extra attacks you get, and your chance for an additional attack on top of those.
Last edited by Sigrdrifa; 07-26-2012 at 10:35 AM.
For one thing your MA caps are wrong, soft cap is 600 then it gets stupid. Other than that tl;dr and I'm not knowledgeable about this stuff anyways.
Please give way to the waaaambulance.
I don't know all of this for sure, but I'll correct the ones I do know.
No more crit mit at all
It's not half of your minimum hit. It's half of whatever base hit your roll. Sometimes it will be the min hit, sometimes it will be the max, but usually it will be somewhere in between. This is after the potency calculation but before the crit bonus. Most people say that diminishing returns starts when you get the 50% of the min on your lowest CA.
Dimishing returns for both starts at 100. At 100, you're doing 100% more damage, and swinging 100% faster. At 200, you're only at 125%. After 200 is when the other set of overcap bonuses kick in.
Just a note that the cap for casting and reuse is 100% as it shows up in your stats window. When you get to 100%, it cuts the times in half (what normal people would call 50%). This is SOE math, not the shit you learned in school. Also, your first two bullet points are either wrong or you committed a typo. The reuse time has nothing to do with the cast time.
It's only weird if it doesn't work.
wtf even is the formula for haste? off the top of my head i'd say it's something like (default delay) - (haste value*.025) = (reduced delay)
a 6 second weapon would then see a reduced delay of 2.5 seconds with 140 haste? some shit like that? whatever constant there would obviously vary, but i don't know based on what. for instance, using eq2u, i see that with the formula i just made up you would need an altered constant of .023 with a default delay of 6 and haste value of 92 to get the proper reduced delay that was displayed. weird.
If you have a 6 second weapon and are single wielding with 100 haste, I think your swings will come every 3 seconds. You might be getting confused if you're dual wielding and not taking the 50% penalty into account. If you're dual wielding 6 second weapons with 0 haste, I think you're going to swing every 9 seconds. It's been a long time since I checked that, but I don't recall any notes saying it had been removed.
also, the formula is not linear, so your guess is way off. Same for DPS. That's why they call it a diminishing returns curve.
It's only weird if it doesn't work.
100 Haste does not equate to your swings coming in half the time as normal, at least not nowadays. IDK what their exact formula is, but the point where your swings hit in half the time (for a single weapon) is around 115 haste. I was bored so took some data, Excel came up with %Faster = 1.1886*Haste - 0.0028*Haste^2 that matches close enough, so it's probably safe to say that the formula for haste from 0-200 is quadratic. In this case, your actual swing time (for single wielding) then goes as 1/(1+%Faster) since haste is a "speed" type stat.
Last edited by Barx; 07-25-2012 at 01:47 PM.
Ability Mod for trigger based (reactives?) spells is 1.02/(base number of triggers). Base number of triggers being before AA/focus/TW increases.
AE Auto attack hits 4 additional targets
Hate transfer caps at 50%. If you go over the 50% it dilutes each transfer to a normalized 50%.