Let's start with explaining what 'cap' is and how it works.
Example: There is well known cap for Critical Chance which is 75%. It means that max critical hit ratio will be 75% even if you have more then that in your statictics.
Simmilar situations with the Concetration, even if you have 100%, which should make your attacks from the same skill would be exactly the same, with no diffrence even by 1, that's not working, becouse there is cap on Concetration on 70% level.
Here are caps that I know from my personal experience and studies, tests:
Crtiticał Chance 75%
Critical Damage 100%
Concentration 70%
Here are some caps about I heard but never checked by my self:
Player Resist. 25%
Add. Player Dmg 25%
Elemental Power ~50%
SUGGESTION: Creating 2 additional cap levels. What I mean by that is rising caps on next levels.
Example: Player reached cap for Critical Chance which is 75% on basic level, so now he can take a traning\quest\ series of quests to get '1st Level of Critical Chance Initiation'. Let's say there will be number of quests like what we have with Raebin Tertis Accessories. After he completes series of quests he would have cap at 85% and on the '2nd Level of Critical Chance Initiation' there would be 100%, which is no longer a cap technically speaking.
1st Level of Initiation:
- Critical Chance 85%
- Critical Damage 150%
- Concetration 85%
2nd Level of Initiation:
- Critical Chance 100%
- Critical Damage no limit
- Concetration 100%
- Why Critical Damage with no limit, but Critical Chance and Concetration on 100%?
- Critical Chance at 100% because it means 'always', which is no limit or natural limit for any chance. Concentration because you cant decrease something more then 100%, if you decrease any valule about 100% it will be 0 - and thats the goal of concetration to minimize diffrence between Max. and Min. atack.
Any points passing above a certain number gives you no effect.
Simmilar situations with the Concetration, even if you have 100%, which should make your attacks from the same skill would be exactly the same, with no diffrence even by 1, that's not working, becouse there is cap on Concetration on 70% level.
Here are caps that I know from my personal experience and studies, tests:
Crtiticał Chance 75%
Critical Damage 100%
Concentration 70%
Here are some caps about I heard but never checked by my self:
Player Resist. 25%
Add. Player Dmg 25%
Elemental Power ~50%
SUGGESTION: Creating 2 additional cap levels. What I mean by that is rising caps on next levels.
Example: Player reached cap for Critical Chance which is 75% on basic level, so now he can take a traning\quest\ series of quests to get '1st Level of Critical Chance Initiation'. Let's say there will be number of quests like what we have with Raebin Tertis Accessories. After he completes series of quests he would have cap at 85% and on the '2nd Level of Critical Chance Initiation' there would be 100%, which is no longer a cap technically speaking.
1st Level of Initiation:
- Critical Chance 85%
- Critical Damage 150%
- Concetration 85%
2nd Level of Initiation:
- Critical Chance 100%
- Critical Damage no limit
- Concetration 100%
- Why Critical Damage with no limit, but Critical Chance and Concetration on 100%?
- Critical Chance at 100% because it means 'always', which is no limit or natural limit for any chance. Concentration because you cant decrease something more then 100%, if you decrease any valule about 100% it will be 0 - and thats the goal of concetration to minimize diffrence between Max. and Min. atack.
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