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Players have a hard status resistance cap of 10,001.01%, which translates to 0.99% mez duration in the [[Combat Attributes|Combat Attributes Window]]. Because player status resistance buffs do not generally exceed 216.25% (for example, [[Radiation Emission#Accelerate Metabolism|Accelerate Metabolism]]), it is unlikely that the cap will ever be reached in normal gameplay. | Players have a hard status resistance cap of 10,001.01%, which translates to 0.99% mez duration in the [[Combat Attributes|Combat Attributes Window]]. Because player status resistance buffs do not generally exceed 216.25% (for example, [[Radiation Emission#Accelerate Metabolism|Accelerate Metabolism]]), it is unlikely that the cap will ever be reached in normal gameplay. | ||
This was changed in [[Issue 13]]; previously, the cap was 100% resistance, resulting in 50% duration. The change was in part due to the change to status protection in PvP, necessitating a higher resistance cap. | |||
Note that the resistance cap for both [[Placate]] and [[Taunt]] remains at 100%, even after I13. | |||
===Minimum=== | ===Minimum=== |
Revision as of 00:22, 18 April 2009
Overview
Several player and critter characteristics are restricted to certain limits. Buffs or debuffs beyond those points produce no additional effects, although they will work to offset later powers trying to apply the opposite effect.
Damage Resistance
Maximum
Maximum total Resistance (per damage type) for players is different for each Archetype.
Archetype | Maximum Resistance |
---|---|
Tanker, Brute | 90% |
Peacebringer, Warshade Arachnos Widow, Arachnos Soldier |
85% |
all others | 75% |
Most critters have a maximum Resistance of 90%. The following are exceptions and have a maximum of 100%:
- Giant Monsters
- certain Heroes/Archvillains
- the Hamidon and its Mitochondria
- Rularuu Bosses (may reach 200%)
- anything that needs to be immune to all or most types of damage, such as practice Rikti Drones in Outbreak (invulnerable), Oil Slicks (vulnerable to fire and energy only), fires in the Hellion Arson zone event (vulnerable to cold and extinguishers only), etc.
Minimum
Players and critters have a minimum Resistance of -300%.
Status Effect Resistance
Maximum
Players have a hard status resistance cap of 10,001.01%, which translates to 0.99% mez duration in the Combat Attributes Window. Because player status resistance buffs do not generally exceed 216.25% (for example, Accelerate Metabolism), it is unlikely that the cap will ever be reached in normal gameplay.
This was changed in Issue 13; previously, the cap was 100% resistance, resulting in 50% duration. The change was in part due to the change to status protection in PvP, necessitating a higher resistance cap.
Note that the resistance cap for both Placate and Taunt remains at 100%, even after I13.
Minimum
Players and critters apparently have hard minimum status effect Resistances of -300%. There are very few powers in the game that debuff status effect Resistances, however. This is good, since the game's formulas produce infinite status durations at -100% Resistance and negative durations below that.
Status Effect Protection
There is essentially no upper limit to how much magnitude protection a player or critter can have to Status Effects.
Damage Buffs
Maximum
Maximum total Damage for players depends on Archetype and (usually) level.
Archetype | Maximum Damage |
---|---|
Brute | 850% |
Blaster, Corruptor, Scrapper, Stalker |
210% at level 1 – 500% at level 21+ |
all others | 200% at level 1 – 400% at level 21+ |
Notes:
- Attacks do 100% damage to start with (i.e. base, or 1x normal), not 0%. The amount of Damage bonus needed to reach the cap is 100 less than the cap itself.
- These maximums apply only to effects that increase the amount of damage an attack delivers. Reductions to an enemy's Resistances can cause that enemy to suffer damage beyond these maximums. So can effects that cause attacks to deliver damage more than once, such as Containment, Scourge, and Critical Hit.
Minimum
Players and critters have a minimum damage of 10%.
Defense/ToHit
This section is largely academic. No attack can have less than a 5% or more than a 95% chance of hitting. So although there are limits to how far a player's or critter's ToHit and Defense can be adjusted, these adjustments almost always drive the final chance of hitting to one of its own limits before the cap on total buffs/debuffs is reached.
Maximum Defense
Maximum total Defense for players depends on Archetype and level.
Archetype | Maximum Defense |
---|---|
Brute, Tanker | +100.43% at level 1 – +225.05% at level 21+ |
Peacebringer, Scrapper, Stalker, Warshade | +97.76% at level 1 – +200.38% at level 21+ |
Blaster, Controller, Corruptor, Defender, Dominator, Mastermind | +95.00% at level 1 – +175.00% at level 21+ |
Maximum total Defense for critters depends on rank and level.
Critter Rank | Maximum Defense |
---|---|
Minion | +24.06% at level 1 – +77.37% at level 21+ |
Lieutenant, Sniper | +90.25% at level 1 – +131.25% at level 21+ |
Boss, Elite Boss, AV/Hero, Pet | +95.00% at level 1 – +175.00% at level 21+ |
Minimum Defense
Players and critters have a minimum Defense of -100%.
Maximum ToHit
All players and critters have a maximum ToHit that varies from +95% at level 1 to +200.35% at level 50 (and, for critters, up to +211.10% at level 55). Counting against these maximums, however, is the innate +75% that all players get and the +50% that all critters get as part of the game's internal basic attack mechanics.
Minimum ToHit
Players and critters have a minimum ToHit of -100%.
Recharge Rate
Maximum
Players and critters have a maximum recharge rate bonus of +400%, which cuts recharge time to 1/5th of normal.
Minimum
Players and critters have a maximum recharge rate penalty of -75%, which increases recharge time to 4x normal.
Movement Speed
Maximum
There are hard limits to maximum run, flight, and jump speeds. See Travel Powers for more info.
Minimum
Players and critters have maximum run, flight, and jumpspeed penalties of -90%.
Health Regeneration
Maximum
Maximum total Regeneration for players depends on Archetype and (sometimes) level.
Archetype | Regeneration |
---|---|
Scrapper, Stalker | 2,200% at level 1 – 3,000% at level 20+ |
Brute, Tanker | 2,100% at level 1 – 2,500% at level 20+ |
all others | 2,000% |
Maximum total Regeneration for critters depends on rank and (sometimes) level.
Critter Rank | Regeneration |
---|---|
Minion | 506.64% at level 1 – 884.20% at level 10+ |
Lieutenant, Sniper | 1,900% at level 1 – 1,500% at level 20+ (yes, it decreases) |
Boss, Elite Boss, AV/Hero, Giant Monster | 2,000% |
Minimum
Players and critters have a minimum Regeneration of 0%. It is not possible to cause something to lose health by debuffing its Regeneration to a negative value.
Endurance Recovery
Maximum
Maximum Recovery Rate depends on archetype. Numbers were tested using the ingame "Real Numbers"
Archetype | Recovery |
---|---|
Controller, Dominator, Mastermind | 12.51% / second (750% of base) |
Defender | 10.42% / second (625% of base) |
All Others | 8.34% / second (500% of base) |
Minimum
Players and critters have a minimum Recovery of 0%. It is not possible to cause something to lose endurance by debuffing its Recovery to a negative value.
Stealth and Perception
Base Perception for all players is 500 feet. Base PvP Stealth and PvE Stealth are 0.
Maximum
Maximum total Stealth and Perception for players depend mainly on level, with Stalkers having higher Stealth caps.
Attribute | PvP Maximum | PvE Maximum |
---|---|---|
Stalker Stealth | 480 at level 1 – 1143 at level 50 | 49.5 at level 1 – 300 at level 32+ |
VEAT Stealth | 440 at level 1 – 852 at level 49 | 47.25 at level 1 – ? |
other ATs Stealth | 400 at level 1 – 571.5 at level 50 | 45 at level 1 – 200 at level 32+ |
VEAT Perception | 499.8 at level 1 – 1260.6 at level 49 | |
all other ATs, Perception | 490 at level 1 – 1153 at level 50 |
Minimum
Players have a minimum Perception of 0 and a minimum Stealth of -180.
Hit Points
See the Hit Points article.
Influence/Infamy
A character's inventory for influence/infamy is capped at 2 billion. It will continue to be earned after that point, but it won't be added to your inventory. (Thus, you can continue making progress towards the inf badges even if you don't have room for it.)
Aggro
The aggro cap for a single character is 17 enemies. A character can get the attention of others, but only by shedding the aggro of one of their current enemies, either by defeat or by extension: attacking a non-aggroed enemy will release one of the currently-aggroed enemies from the character's aggro list. A character with pets can aggro more than 17 enemies, since the pets have their own aggro list (the limit is unknown at this time).