Guide - Statistic Caps

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jsre
Posts: 188

Re: Guide - Statistic Caps

Post#11 » Thu Feb 17, 2011 10:13 pm

Yep, I can't see AC being used anywhere to calculate hit/miss.

Deadspirit
Posts: 260

Re: Guide - Statistic Caps

Post#12 » Tue Jun 28, 2011 5:10 pm

Found a gem while trolling:


striat wrote:
ChaosSlayer wrote:to the best on my knowledge, if weapon has multiple sources of proc, for any given combat round only 1 of them can proc (this includes proc-buffs)
which one gets to proc is believed to be random.


Untrue and also there is quite a bit of radical speculation. Didn't have a chance to post on this earlier (was working on other issues), so here goes:

Each player (and npc) has several chances to proc. Each weapon can have a proc. In addition, each player (or npc!) can have up to 4 buff procs (like vampiric embrace for example), 4 ranged procs, and 4 perma procs.

Do not be too concerned with perma procs--these are really only used for npcs who proc. For example, venril sathir I believe procs a lifetap.

As a player, then, you really can have a wep that procs (copper hammer of striking) and 4 buffs that allow you to proc. This is a total of 5 potential procs right there. In addition, you can have up to 5 (yes, 5), augment procs. This gives you a potential of 10 procs in a single swing.

This was not changed! It is the exact same as before. However, previously, if you double attacked in a round, you would have the chance to proc up to 10 times with EACH swing. This was also a reduced chance, so we haven't even cut the proc rate in half.

One reason I liked the idea of keeping it is because of twin procs. With twin procs, you could have that opportunity to proc more than a single time per swing (for example, your copper hammer could proc Static strike twice in a round). In addition, we would have the opportunity to build on this and add tripleproc and similar down the line. This really allows us to offer a different area of "focus" for melee classes and allows for us to REALLY distinguish between higher end players whereas before, a level 50 may have had the same proc rate as a level 70 and beyond.
Thanks for the memories.

possom
Posts: 53

Re: Guide - Statistic Caps

Post#13 » Mon Jul 29, 2019 3:15 am

Bumping this ancient tome of statistics.

I still don't understand stat caps. I've done all the Planar Power AA I can (stopped by lvl 71 requirement), and both UI and #mystats shows 440 dex. Stats tab in UI shows 766/440 dex +0

So what is my dex?

Unless the AA to raise Base stat (Innate line) actually increases Cap.. I don't see any other way to go beyond the 440.

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Lillu
Posts: 11301
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Re: Guide - Statistic Caps

Post#14 » Mon Jul 29, 2019 9:55 pm

possom wrote:Bumping this ancient tome of statistics.

I still don't understand stat caps. I've done all the Planar Power AA I can (stopped by lvl 71 requirement), and both UI and #mystats shows 440 dex. Stats tab in UI shows 766/440 dex +0

So what is my dex?

Unless the AA to raise Base stat (Innate line) actually increases Cap.. I don't see any other way to go beyond the 440.


Without the AAs, naked, your stats cap would be 340. With Planar power rank 5 and Chaotic Power rank 5 it increases 5 stats per level, so the maximum would be 360. Anything above that comes from Heroic stats from items.

When you see 440 +XX for a stat in #mystats, that means your stat is 440, the +XX only shows that you have XX extra stats from Heroic stats but the actual value is still 440. Hope it make some sense.

As for 766/440 , where do you actually see that?

possom
Posts: 53

Re: Guide - Statistic Caps

Post#15 » Tue Jul 30, 2019 3:15 am

Ok, following this and the bug report thread I hear you saying that I am already maxed out on stat cap. That I have 10 ranks of Planar Power, which you are going to change to 5 PP and 5 Chaotic.

Below is my UI screen cap showing my total dex as 766, but capped at 440?

I saw some older posts showing excess of 440 stats. Did that change? or perhaps that was with heroics. Is the gear just that overpowered so basic stats this high are pointless other than once you start seeing heroic?
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Muergan
Posts: 196

Re: Guide - Statistic Caps

Post#16 » Tue Jul 30, 2019 4:29 am

The everquest ui screen doesn't show the correct stats. type in /say #mystats to get a different screen with correct stats

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arc
Posts: 85

Re: Guide - Statistic Caps

Post#17 » Mon Jan 27, 2020 8:21 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...


https://web.archive.org/web/20120320031 ... ects.shtml

still available :)
Partial ° Toxxulous ° Teta° Sundaze ° Tashi ° Ebonybrown

possom
Posts: 53

Re: Guide - Statistic Caps

Post#18 » Thu Apr 30, 2020 4:07 am

Just coming back to this again.. im slowly advancing my group and guild and wanted to ask again..

An item like this aug, http://www.thehiddenforest.org/webtools/items.php?id=6479, .. that 35STR is completely pointless right? My toons at stat capped out on AA's and much lower level gear already... I just continue to be confused.. if these are custom items, like this aug and all this armor.. why do they all have such insane stat amounts when we are already capped.. just "For looks"?

My SK raw stat value is over 730 STR.. capped at 430, plus 5 Heroic, for 435. total. This "35STR" aug would raise me to 765 STR, capped at 435..

Whats the point of 35STR on an aug at this level?

Ydiss
Posts: 1193

Re: Guide - Statistic Caps

Post#19 » Thu Apr 30, 2020 8:15 am

I think the scaling of item stats was set too sharply early on and was doomed to hit the stat cap very early. There's not a great deal that can be done about it now without a seriously massive effort to rebalanced several thousand items. I suppose there could be something we could do to scale item stats as a one off effort using the new rank system but I don't know how much of a priority that'd be.

I rarely do much with these stats when introducing new items and if I do tweak them it's really just "for show" these days. It'd be nice if we hit the stat cap around T8 and then Heroic stats take us over that beyond.

possom
Posts: 53

Re: Guide - Statistic Caps

Post#20 » Fri May 01, 2020 9:08 pm

Makes sense.

One thing to rework someday, then, is the diversity of augments in TOV...

http://www.thehiddenforest.org/webtools/npcs.php?id=124010
7 of the 10 augments differ only by what 35point stat they have.. and by nature fo stat cap at this tier, is not providing any benefit.. so these 7 of 10 are all effectively the same.

The remaining 3 add 25hp (health), 10 all resists (resistance), and 2.5% avoidance.

Perhaps these should be +1 heroic? We already have +1 heroics in shadow haven by this point.

They are Lore, so i think that means each toon could only use one.. or maybe they can use one per slot.. not sure. +1 heroic could keep the power/agility/dex etc differentiation and "choice" of who should best benefit from the augments.

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