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magic caps on weapons/armor
Posted: Thu Jun 17, 2010 6:03 am
by anarchy
i'm starting to put together a melee armor set, but i don't want to go over any caps (as it wastes points). we already know that damage increase is capped at 100%. do we know what the caps on the other skills (don't know what to call it). i would like the totals not how much you can put on an item please. thank you very much.
Re: magic caps on weapons/armor
Posted: Thu Jun 17, 2010 9:50 am
by Gwendolyn
I beleive this information can be found on the wiki under the heading item caps
Re: magic caps on weapons/armor
Posted: Fri Jun 18, 2010 5:32 am
by anarchy
ok thanks... you mean the one where it says
Item Caps
Damage Increase: 300% Max
* Note - Equipment with "Damage Increase" property can only contribute 100% out of the 300% Max.
how do you get it an extra 200% without equipment??
Defense Chance Increase: 45%,
are you kidding me that's it? my resolve has that already. seriously it's maxed?
Dex bonus: 16 (57 with artifacts)
Faster Cast Recovery: 6 (you can go higher but 6 reduces it to 0 so no more is needed)
Faster Casting: 4
Hit Chance Increase: 45%
same as DCI; with the resolve i'm maxed?
Lower Mana Cost: 40%
Lower Reagent Cost: 100%
Luck: Needs to be Tested
Mana Regen: This is uncapped, but has a diminishing value
Reflect Physical Damage: 105%
Spell Damage Increase: This is uncapped for Player Vs. Monster (PvM), but capped at 15% for Player Vs. Player (PvP)
Swing Speed Increase: Swing Speed can be increased to the cap of 1 attack every 1.25 seconds
i do not know if this is updated. so really if you think about it i'm already capped on erm... everything (except dex, but at 214/bless 232 so i really don't need anymore). this is my total erm.. magic skills. can someone please tell me what i'm missing (i know i need more reflect physical, hp bonus, hp Regen, and faster casting).
di = 141 (don't need anymore)
dci = 60
dex = 64
hci = 62
hp == 20
hit regen= 9
luck = 695
lmc = 5
mana regen = 7
reflect physical = 12
fcr = 6 (max)
fc = 2 (4 max)
str = 37
ssi = 70
open slots
kilt
artifact
shirt
sash
back (wearing a cloak that doesn't help)
if i can single slot a bow. lefthand open.
so erm.. your telling me that i have 4 to 5 slots still open for things after i relayer the resolve.
Re: magic caps on weapons/armor
Posted: Fri Jun 18, 2010 1:11 pm
by Gwendolyn
Yes sorry the information for player caps is incorrect.
I thought you were asking how much can be placed on an individual item, which I beleive that information on the wiki is correct.
Just a second, I will post the propper stat caps in a second
....
Defense Chance Increase: 45%
Damage Increase: 100%
Swing Speed Increase: One swing every 1.25 seconds
Hit Chance Increase: 45%
Lower Reagent Cost: 100%
Lower Mana Cost: 40%
Faster Casting: 4
Faster Cast Recovery: 6
Spell Damage Increase: None that i'm aware of
Dexterity Bonus: n/a
Strength Bonus: n/a
Intelligence Bonus: n/a
Hit Point Regeneration: 50-ish? (I suspect at this point, the increase is so small you dont notice it, I'm hypothesizing that the max regen is 10 points per second, which is just...insane)
Stamina Regeneration: 50-ish
Mana Regeneration: 50-ish
Hit Point Increase: n/a
Stamina Increase: n/a
Mana Increase: n/a
Luck: 7600 (400x19 layers)
Reflect Physical Damage: 105%?
Re: magic caps on weapons/armor
Posted: Fri Jun 18, 2010 2:22 pm
by Undertaker
How is it that DI is only capped at 100%? I thought it was said by colibri it was capped at 300.... ?
I also thuoght reflect physical was capped higher.... Who comes up with this info, players?
Re: magic caps on weapons/armor
Posted: Fri Jun 18, 2010 4:00 pm
by Tahris Nayloc
There's a thread somewhere that has test info done by +Veritas. It showed that DI capped at 100% (there was no change in damage dealt even when DI was added over 100%), and I think its SDI that you can take the additional 200% with.
I haven't a clue if Reflect Physical has been tested.
Re: magic caps on weapons/armor
Posted: Fri Jun 18, 2010 4:48 pm
by ticketguru
DI is capped at 300% (or 4 times the base weapon damage max), but only 100% of that can come from items. The rest of the DI comes from bonuses from strength, tactics, anatomy, spells, etc. If you have a 120 in tactics and anatomy and a very high strength, your probably right about +200% DI already. The only thing that I have seen that does exceed the 300% cap is the lumberjacking bonus when using axes.
Re: magic caps on weapons/armor
Posted: Fri Jun 18, 2010 6:48 pm
by Calan Caitin
Luck cap is 7200. There are only 18 wearable slots and have a 400 luck per item cap.
Re: magic caps on weapons/armor
Posted: Sat Jun 19, 2010 12:07 am
by Hanarg
well the 19th slot is totems but we dont have totems here except the rare ones that are sold at GM auctions.
so you both are technically correct.
Ive played with RPD on my bios a little and it seems to be around 105 but hard to test cause it would take several gear relayers to go way beyond that beyond that to see a big difference.
Re: magic caps on weapons/armor
Posted: Sat Jun 19, 2010 4:59 am
by anarchy
can a gm verify Gwen's information? i can't believe that on one weapon i'm maxed out on most of the "specials". ah well, i dunno what to do with the other slots?
Re: magic caps on weapons/armor
Posted: Sat Jun 19, 2010 6:31 am
by +Chaos
Gwendolyn wrote:
Defense Chance Increase: 45%
Damage Increase: 100%
Swing Speed Increase: One swing every 1.25 seconds
Hit Chance Increase: 45%
Lower Reagent Cost: 100%
Lower Mana Cost: 40%
Faster Casting: 4
Faster Cast Recovery: 6
Spell Damage Increase: None that i'm aware of
Dexterity Bonus: n/a
Strength Bonus: n/a
Intelligence Bonus: n/a
Hit Point Regeneration: 50-ish? (I suspect at this point, the increase is so small you dont notice it, I'm hypothesizing that the max regen is 10 points per second, which is just...insane)
Stamina Regeneration: 50-ish
Mana Regeneration: 50-ish
Hit Point Increase: n/a
Stamina Increase: n/a
Mana Increase: n/a
Luck: 7600 (400x19 layers)
Reflect Physical Damage: 105%?
As far as my knowledge goes I would say that this information is very close to correct. As said before by Ticketguru other variables effect DI after the 100% gotten from Weapons or Armor. as for your statment about being maxed after just one item, there is always something more you could add to your outfit, if not to make you stronger, to make you more stylish

Re: magic caps on weapons/armor
Posted: Sat Jun 19, 2010 6:39 am
by anarchy
thank you chaos. i think i'll use the other slots to increase str, intel, spell damage, and resists. stylish. hehehehe.
wow it's only 15% to max on a single item for reflect damage. ugh ok.
ok finished with all the points. now i only need colibri to relayer. thank you everyone for your input. much lub. !!