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Hard Caps, Soft Caps, And you
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EverQuest II » Top » General EverQuest II Discussion » General Gameplay Discussion Previous Topic  |  Next Topic      Go to Page: 1 , 2 , 3  Next
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Server: Oasis

Loremaster

Joined: Nov 18, 2004
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This is a list that i have created for my guild forums for them to referance. I was just wondering if my information is correct or if i should add/take anything away.

Please help me verify this information as im not sure if anything has recently changed.

 

 

Diminishing Returns means that when you reach certain level of any skill, (mitigation, slashing, defense, etc...) you will start to get minimal benefits from raising its value.

Soft Cap: referred to as the Break Even Point, is not an actual cap, but the value at which you start seeing less return from adding more points to a given stat.

Hard Cap: The definite value at which you will no longer see a benefit from adding more points to a stat.

Stats (str/agi/sta/int/wis)
Hard Cap : [ 15 * level + 20 ] = 1220 at level 80.
Soft Cap: approx 800

Mitigation (same as resists)
Hard Cap: [ Level * 150 ] = 12000 at level 80 or 75%.
Soft Cap: approx 4400

Skills (slash/peirce/def/parry/focus/ministration and so on)
Hard Cap : [ 6.5 * Level ] = 520
Soft Cap: unknown

Hate
Hard Cap: -50% to +50% each (no soft cap)

+Spell Damage / +Combat Art Damage / +Heals
Hard Cap: 50% of damage/heal of the skill

Critical Mitigation
This has a base % dependent on your AGI.
Hard Cap: 100%.
Critical Mitigation applies to only TSO mobs.
100% Crit Mit will absorb all additional damage done from the mob criting an attack.

Armor/Shields
The level of your armor and shield compared to you makes a difference in how much mitigation% and block% you recieve from your items.
For example when you are level 80 and you wear a level 80 item with 100 mitigation, it will give you more absorbing% then a level 10 item with 100 mitigation. Same goes with the protection on shield, a level 80 shield with 1000 protection will give more block% then a lvl 20 shield with 1000.

Weapons
Double Attack and Crits Hard Cap = 100% (no soft cap)

Weapon Crit Calculation: [ Crit% * 1.09 [ max - min ] + max + min ] / delay
Use /weaponstats to get the real numbers depending on your gear/current buffs.

Haste/DPS mod Hard Cap: 200 points. The 200 points equates to 125%.
Haste/DPS mod Soft Cap: approx 80 points.

Generally speaking, 40% of the hard cap is roughly the break even point on most the diminishing returns graphs for resists, stats, and skills.

Contested vs Uncontested (for skills/stats... not mobs)

Contested means that your level is compared to the mobs level to calculate the outcome of the action.

Uncontested means that it doesn't matter what your level is compared to the mobs level. The action will take place the same % of times regardless of level.

There are only a few things that are Uncontested. These are a few that I know of.

  1. Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)
  2. Riposte% on items or AA
  3. Parry% on items or AA (NOT +parry)

Generally if your item or AA has plus to a percentage of something then it is considered uncontested.
For example: A chestpeice with +1% parry is MUCH better then a chestpeice with +10 parry.

Pretty much everything else is contested against the mobs level. Thats why an orange mob is more dangerous then a yellow mob.


Message edited by victer on 11/12/2008 13:08:42.



Fansite Staff

Joined: Mar 8, 2007
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Fantastic Writeup!


Wolfy

Joined: May 2, 2005
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Victer@Oasis wrote:

Contested vs Uncontested (for skills/stats... not mobs)

Contested means that your level is compared to the mobs level to calculate the outcome of the action.

Uncontested means that it doesn't matter what your level is compared to the mobs level. The action will take place the same % of times regardless of level.

There are only a few things that are Uncontested. These are a few that I know of.

  1. Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)
  2. Riposte% on items or AA
  3. Parry% on items or AA (NOT +parry)

Generally if your item or AA has plus to a percentage of something then it is considered uncontested.
For example: A chestpeice with +1% parry is MUCH better then a chestpeice with +10 parry.

Pretty much everything else is contested against the mobs level. Thats why an orange mob is more dangerous then a yellow mob.


Deffinately like your write up there bud where it pretty much spells out what is contested and what is uncontested.  It will deffinately help out people and tell them they should aim for certain specifics.  The Bold statement is probably the best one I can think of in a situation. 




Loremaster

Joined: Nov 10, 2004
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Dimishing returns means that each additional unit added gives you less gain than the previous unit gave you.



Loremaster

Joined: Nov 11, 2004
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Victer@Oasis wrote:

Diminishing Returns means that when you reach certain level of any skill, (mitigation, slashing, defense, etc...) you will start to get minimal benefits from raising its value.

Soft Cap: referred to as the Break Even Point, is not an actual cap, but the value at which you start seeing less return from adding more points to a given stat.

A soft cap in a diminishing returns curve is a misnomer. There is no soft cap, there is no "point" where you start to see less returns, unless you consider 2 compared to 1. *Every* point you put into something on a diminishing returns curve will yield you less than the previous point you put into it.

If you do understand this concept, your writeup doesn't convey it.


Server: Oasis

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sliderhouserules wrote:

A soft cap in a diminishing returns curve is a misnomer. There is no soft cap, there is no "point" where you start to see less returns, unless you consider 2 compared to 1. *Every* point you put into something on a diminishing returns curve will yield you less than the previous point you put into it.

If you do understand this concept, your writeup doesn't convey it.

im horrible with words and is a big reason why i came here for help.

by mentioning some mysterious value called a "soft cap" i am trying to give them an idea of a good number to shoot for when the returns start being less desirable. Such as at 80 haste/dps mod your haste/dps is +~77%. Putting more in here you start seeing much worse returns because you have another 120 mod to get which will only give another 48% more.

I'm not trying to show people that i do or dont understand the actual math behind these mechanics, im just trying to make it understandable so people in my guild will gear themselves to the best potential.

If someone can come up with a better way to describe my opening sentances please help me out.




Fansite Staff

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sliderhouserules wrote:

A soft cap in a diminishing returns curve is a misnomer

To me, it means that the angle of curve (improvement, per point gained) drops below 45 degrees.




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I could be wrong on this, but I think that melee crit% would actually fall into the contested area.  Melee priests with 100% crit don't always crit on orange mobs.

Double attack does fall into the  uncontested area I believe.


Server: Unrest
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Loremaster

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TheSpin wrote:

I could be wrong on this, but I think that melee crit% would actually fall into the contested area.  Melee priests with 100% crit don't always crit on orange mobs.

Double attack does fall into the  uncontested area I believe.


spells are same way...  believe 112% crit would be 100 pct on hghest orange mob.




Fansite Staff

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How does SoE keep up with all of the borked math in EQ2? lol


Loremaster

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feldon30 wrote:

How does SoE keep up with all of the borked math in EQ2? lol

Uhm, how is it "borked"?  It all makes perfect sense when you actually look at it all.

 

Also, there is no hard cap on Critical Mitigation.  You may well need 200-300 Critical Mitigation next expansion.




Hero

Joined: May 8, 2008
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Victer@Oasis wrote:

 

  1. Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)
  2. Riposte% on items or AA
  3. Parry% on items or AA (NOT +parry)


Brawler defensive and mid stances give uncontested avoidence.



Server: Valor
Guild: Natural Born Knights
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Joined: Dec 17, 2004
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Critical Mitigation does not work like it is described here:

10% Critical Mitigation reduce the Critical Multiplier by 0.1. PCs normally have an Critical Multiplier of 1.3. So 30% Critical Mitigation should be enough to completely mitigate a critical hit made by a player. (But there are some AA that increase the Multiplier in the Shadow tree so it is only partially right.)

But we don't know how high the Crit Multiplier of raidmobs will be. It might be that 2.0 is the highest we will encounter. Then 100% will remove all criticals, but it can also be that 1.5 or even 3.0 is the highest we ill encounter. With the first 50% would be enough. For the second you would even need 200% Critical Mitigation.

Soon we will see how much we really need. SMILEY


Message edited by Calain80 on 11/13/2008 00:56:15.


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Anyone know what the hardcap will be for heal crits? It's early, I amy ahve missed it ,but didn't see it in the above.



General

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Pinski wrote:

feldon30 wrote:

How does SoE keep up with all of the borked math in EQ2? lol

Uhm, how is it "borked"?  It all makes perfect sense when you actually look at it all.

 

Also, there is no hard cap on Critical Mitigation.  You may well need 200-300 Critical Mitigation next expansion.

So is it level based then i.e. 100% is only 100% against white con mobs and you need more to make it 100% against higher con mobs or is it something different?


 
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