Guide - Statistic Caps

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Rerfu
Posts: 366

Guide - Statistic Caps

Post#1 » Wed Dec 09, 2009 1:34 am

Hello,

Since we now have access to the #mystats command, we can finally put to rest all the statistic cap arguments.

Strength - 650
Dexterity - 650
Stamina - 590
Agility - 550
Wisdom - 550
Intelligence - 550
Charisma - 550

All Resistances - 650

Haste - 100% from Worn and Version 1 Spell Effects Combined.
What this means is you only need around a 30% Worn Haste item to cap your haste with the buffer.

Version 3 Haste from Primal Guard Click will take you to 105%.

Bard Haste v3 will take you up to 135% (Hard Cap)

Easier to Show with Screenshots on the Haste:

55% Worn Haste + Hastening of Salik:
100% Haste
Image

55% Worn Haste + Hastening of Salik + Primal Guard:
Image
105% Haste

55% Worn Haste + Hastening of Salik + 70 Bard Song:
Image
135% Haste

+Attack from Items Cap: +250

+Mana Regen From Items AND Spells : 50
AA increases allow you to go past 50 but not enchanter mana regen spells or click items.

What this all boils down to is:

1) Raiding for Gear on THF is more about the Spell Focus Effect, Melee Focus Effect, then the actual statistics on the item. Though HP and MP and AC are still important.

2) You will cap your haste out around SSRA, along with your Worn Attack.

3) You will cap your mana regen by farming Sol B mobs.

4) Statistic Cap increase AA's actually cap your stats at the listed ones and not your displayed 440 in the UI.

5) All of the above cause your HP, MP, AC, Attack, Resists, and Stats to be wrong in your user interface display, you have to use #mystats to get an accurate read.

Thanks to Kilmer and his maxed AAexp for helping to test the caps. Thanks to Kermit for providing the Bard to test Haste cap with.

Insedeel
Posts: 36

Re: Guide - Statistic Caps

Post#2 » Thu Aug 05, 2010 7:29 pm

Are the mod2 caps all the same as live, or are they modified as well? Like shielding/spell shielding still at 35% for cap, avoidance at 100, etc?

Thanks,

User avatar
Tyler
Posts: 4365

Re: Guide - Statistic Caps

Post#3 » Fri Aug 06, 2010 7:07 am

Pretty much the same as on Live.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Stickybuds
Posts: 883

Re: Guide - Statistic Caps

Post#4 » Mon Nov 15, 2010 10:53 pm

Any chance someone could update this? i noticed the mana regen is incorrect stating 50 but appears to be 79 without AAs in game using #mystats.
Image

Deadspirit
Posts: 260

Re: Guide - Statistic Caps

Post#5 » Sat Feb 12, 2011 11:22 pm

Couldn't find this anywhere - Does anyone know the mechanics behind these bonuses?

What does +Combat Effects do and what is cap? (chance to proc weapons?)
What does +Avoidance do and what is cap? (Increase percentage of dodges?)
What does +Accuracy do and what is cap? (Increase hit chance?)
What does Shielding % do and what is cap? (Modify AC?)

What is Avoidance's interaction with Improved Dodge or % Skill modifiers?

If you stacked Improved Dodge/Improved Parry/AAs could you reduce your chance to be hit to less than 20%?

I've been told that a rogue can tank endgame stuff with the right equipment. Do these skills eliminate the need for warrior disciplines?
Thanks for the memories.

jsre
Posts: 188

Re: Guide - Statistic Caps

Post#6 » Wed Feb 16, 2011 2:43 pm

10 combat effects = +1% chance to proc

10 avoidance = -1% chance to be hit. This applies to the base % an attacker has to hit, so if attacker has a a 50% chance to hit, 10 avoidance makes it 49.5%. Calculated before attacker's accuracy. Don't believe this affects defensive skills like parry.

10 accuracy = +1% chance to hit, same rule as above i.e. 50% chance to hit becomes 50.5%

Note that there is a base % chance to hit, and a +/- % chance to hit based on level difference. The default values are 69% base chance and 1.2% per level gap, so you'll miss more on mobs which are higher level than you. Server admins can change this value. There is also a min chance to miss / hit which is written into the code. That doesn't mean it can't be changed though ;-)

Shielding is a little complicated, essentially there is a base damage amount which gets mitigated by shielding and aa's. 1 shielding reduces the base damage by 1%. Depending on the mob this can be a little or a lot. AA's also reduce overall dam.

Caps are server specific, but the base values are;
Accuracy - 150
Avoidance - 100
Combat effects - 100
Shielding - 35

AC is good, but AC can fail outright and not mitigate any damage. Spells/disciplines which reduce damage are always in effect, so warrior generally has a big advantage in tanking due to discs. They also have higher defensive skills than a rogue ;) In fact even a ranger has higher defensive skills than a rogue!

THF uses a lot of custom code so they may have tweaked things here and there, and changing the caps and base hit/miss values is as simple as updating a value in the database.
Last edited by jsre on Fri Feb 18, 2011 11:02 am, edited 1 time in total.

Deadspirit
Posts: 260

Re: Guide - Statistic Caps

Post#7 » Wed Feb 16, 2011 9:17 pm

Wowza, thanks for the writeup.

I see that the Donor items have "Dodge X" and "Parry X" which increase the rolls for these skills. When the game checks to see if a hit will land does it do a dodge roll, parry roll, then a personal stats roll?

Does this reasoning apply to the game mechanics?: You have 60% dodge, 50% parry and 20% innate chance to avoid your chance of being hit would be ~6%(May not be mathematically sound as I haven't taken statistics in years).
Thanks for the memories.

jsre
Posts: 188

Re: Guide - Statistic Caps

Post#8 » Thu Feb 17, 2011 2:30 am

Game checks for a hit first, if there is a hit then it checks defensive skills (parry, dodge, block, riposte).

All defensive skills are checked with the 1 calculation, i.e. 10% chance to parry, dodge or riposte will result in a 30% chance to avoid a successful hit.

Technically speaking defensive skills aren't avoidance they're really really good mitigation :)

blurman2000
Posts: 2

Re: Guide - Statistic Caps

Post#9 » Thu Feb 17, 2011 4:29 am

Deadspirit wrote:Couldn't find this anywhere - Does anyone know the mechanics behind these bonuses?

What does +Combat Effects do and what is cap? (chance to proc weapons?)
What does +Avoidance do and what is cap? (Increase percentage of dodges?)
What does +Accuracy do and what is cap? (Increase hit chance?)
What does Shielding % do and what is cap? (Modify AC?)

What is Avoidance's interaction with Improved Dodge or % Skill modifiers?

If you stacked Improved Dodge/Improved Parry/AAs could you reduce your chance to be hit to less than 20%?

I've been told that a rogue can tank endgame stuff with the right equipment. Do these skills eliminate the need for warrior disciplines?


Here's something that possibly you would enjoy reading/learning about all these stuff....

http://samanna.net/gen.info/effects.shtml

Then again, don't know if this server's caps are the same as on live though...

Jeido
Posts: 1265

Re: Guide - Statistic Caps

Post#10 » Thu Feb 17, 2011 2:45 pm

blurman2000 wrote:
Deadspirit wrote:Couldn't find this anywhere - Does anyone know the mechanics behind these bonuses?

What does +Combat Effects do and what is cap? (chance to proc weapons?)
What does +Avoidance do and what is cap? (Increase percentage of dodges?)
What does +Accuracy do and what is cap? (Increase hit chance?)
What does Shielding % do and what is cap? (Modify AC?)

What is Avoidance's interaction with Improved Dodge or % Skill modifiers?

If you stacked Improved Dodge/Improved Parry/AAs could you reduce your chance to be hit to less than 20%?

I've been told that a rogue can tank endgame stuff with the right equipment. Do these skills eliminate the need for warrior disciplines?


Here's something that possibly you would enjoy reading/learning about all these stuff....

http://samanna.net/gen.info/effects.shtml

Then again, don't know if this server's caps are the same as on live though...


they are

Edit: Let me be a bit less vague. The above stat caps are the same as live, meaning Combat Effects, Avoidance, Accurary, and Shielding. AC is calculated differently on Emu than it is on live I think.
Jeido, Founder of Evolution

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