Game Guides Archive
Thread: Skill mod caps...?
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NuclearWookiee
Mon Sep 27, 2004 10:32 am
#1
I've been playing SWG for about two months but I just signed up for the message boards today. Last week a friend of mine told me he had heard that there are skill mod caps for certain skills? Can anybody shed some light on this for me? Is it a general cap for all skills, only defense, only defense against status change? Or maybe it's only for "functional" skills like creature harvesting? I'm sure it exists for creature harvesting... I have a skill of 90 and when using a harvesting droid with a +102 bonus my yield is only increased 10%. Any info would be much appreciated! As always, if I've missed this on another board please direct me! 
Yasha
Mon Sep 27, 2004 11:15 am
#2
Pretty much everything is hard capped at "125". State defenses, harvesting, etc...However, exceptions exist, such as being capped at 125 injury treatment with clothing, using a droid with 110% med, and eating 25% bivoli will still stack. The same is true for any food or clothing, the cap seems to be +25 for any modifier type as well (such as buying a +25 injury treatment hat, and then the robe, you'll only get +25). This also holds true for harvesting, I've seen 114% modifier droids on our server, the clothing of course, then there's the food (veghash I think it's called), this will all "stack", as in add the values to each other from your base.
It's quite a bit confusing of course, then there are modifiers which will not "stack" from one profession to another even though they list as they are. Dodge, counterattack, and block I believe. You only get the modifier value of the total of the combat profession your using at the time; say you get 110 dodge with master fencer, but only 20 with the pistoleer skill you have, and you have a gun equiped at the time, well your real modifer isn't 130 as listed in your skills box, at that molment in time your modifer is actually 20.
Think that just about covers it...
Message Edited by Yasha on 09-27-2004 02:16 PM
NuclearWookiee
Mon Sep 27, 2004 11:30 am
#3
Thanks a lot for your help! So the dodge bonus of any given class only functions when using that class? AFencer/TKA only benefits from dodge when using a sword/baton? Also, what about skills that go above +125 in a single class as a lot of the accuracy skills do? Unarmed accuracy goes past the +200 mark in TKA...? Do the regular melee and ranged defense skills work like dodge? Or do they simply stack with an "effective" level of +125? If I build my melee defense up to +150 can I take a -25 penalty to melee defense and still operate at max melee defense or would that drop me to +100 instead of +125? Sorry to be a pain. 
mikedealer
Mon Sep 27, 2004 1:13 pm
#4
go here to build your character skills
http://swgcb.yogn.net/index.php
goto view report on the bottom and it gives you a breakdown
If your a pistoleer and fencer, your dodge can exceed over 200, but like stated above, i think only the first 125 sticks, then there is air cake (dodge food) and skill attachments to boost doge.
So You have 125 Base Dodge, then the MAX you can add is 25 in tapes, so then you have 150, take a aircake and that boosts it even more.
Same goes for all skills, BUT There are some skills that are Maxed Out at 100 and having extra is useless or pointless
Rifle Speed for example, once you reach 100, you shoot at once per second, so have 110 or 125 even, other than being expensive would be pointless
Other skills like terrain negotiation cap out at 100. Combat Medicine Use Also Does not go past 100.
Then there are other mods that are broken and never worked since beta, or dont work at all for whatever reason, here is a list in another post. I would suggest as a new player to check always to make sure your not spending your money on junk
http://forums.station.sony.com/swg/board/message?board.id=kettemoor_trade&message.id=97850
JuCat
Mon Sep 27, 2004 1:26 pm
#5
Profession based mods, melee/ranged def, def vs X, dodge, counterattack, block, all stack as long as you have a weapon equiped from a profession that gives that mod. These values are all hard capped at 125. So a master pistoleer, master fencer (both give dodge mods) will have +125 to dodge with either weapon equiped. Same with Swordsman/Carb both give counterattack bonuses, Rifleman/pikeman both give block bonuses.
Clothing.is capped+25 of any one particular stat,that includes BE clothes,and SEA's, CA's, and AA's.
Food will take you over thehard caps, for the duration of the food.
mmichell
Mon Sep 27, 2004 2:09 pm
#6
NuclearWookiee wrote:
I've been playing SWG for about two months but I just signed up for the message boards today. Last week a friend of mine told me he had heard that there are skill mod caps for certain skills? Can anybody shed some light on this for me? Is it a general cap for all skills, only defense, only defense against status change? Or maybe it's only for "functional" skills like creature harvesting? I'm sure it exists for creature harvesting... I have a skill of 90 and when using a harvesting droid with a +102 bonus my yield is only increased 10%. Any info would be much appreciated! As always, if I've missed this on another board please direct me!
Just a note, CSR confirmed to me that there is no cap on Accuracy. These can really help you out in certain professions.
NuclearWookiee
Mon Sep 27, 2004 4:38 pm
#7
Hey guys and gals...many thanksfor the info! This certainly helps with the character planning. Is there any method or reason to the skill capping? I mean do skill points translate into % chance at some ratio, like 2 to 1 or something? A dodge skill of +100 = 50% miss chance? So having more than a 62.5% miss chance would just be high level fighters swinging and missing for hours on end? Or maybe I'm totally off. 
mmichell
Mon Sep 27, 2004 7:32 pm
#8
Although I dont know the exact math formula, yes there are ratios for your + skill mods.
For example at +100 Speed mod of any weapon, you are offically speed capped which means that no matter what speed weapon you use, you will be able to attack just as fast. So you can attack as fast with a 6.0 speed weapon as with a 1.0 speed weapon.
As I mentioned before most skills have caps, but there are a lone few that do not have caps like Accuracy.
Hope that Helps!
Message Edited by mmichell on 09-27-2004 10:34 PM
Gdog79
Mon Sep 27, 2004 10:43 pm
#9
are you sure you can exceed the cap with skill tapes/clothing. When the nerf originally came out for defense stacking. it was that 125 was the hardcap with skills AND skill tapes. You if you had 125 in Melee Defense with natural skills, then had a +25 Melee Defense tape, you still had 125. Food and Squad leader will raise you above,but not skill tapes.
Does anyone have solid proof this is not the case or just what you "think". links would be nice
Does anyone have solid proof this is not the case or just what you "think". links would be nice
NuclearWookiee
Tue Sep 28, 2004 2:35 pm
#10
Thanks for the info all! It is making more sense. Any thoughts on Gdog's question?
CloseHauled76
Tue Sep 28, 2004 4:29 pm
#11
Are you guys sure that clothing mods cap at +25? I have +40 to camouflage base and i have a shirt (+15), pants(+15)and a pack(+5). When I look at my character sheet it says: Camouflage +40 / +75. That would suggest that the clothing stacks BEYOND +25. Is my character sheet wrong? Does it not actually reflect my true skill mods?
Yasha
Wed Sep 29, 2004 1:04 pm
#12
You can put on a +25 injury and wound treatment doctor's outfit and +25 hat, it'll list as it's stacking but your buffs/woundhealing/speed/heals will not be better. I also waaaay back when got my +25 med experimentation tape, with the crafting smocks I list as having 130 now, as we all know 125 (12 points) is the best that can happen at present, and probably ever. The only modifier not hard capped at 125 that I know of with skill box modifiers and clothing is accuracy. Accuracy (unarmed, etc)has been shown to go beyond that value with other tapes and modifiers.
Message Edited by Yasha on 09-29-2004 04:08 PM
NuclearWookiee
Tue Oct 05, 2004 1:48 pm
#13
Quick question... do bio engineered clothing bonuses and clothing/armor attachments count towards the same +25 item bonus max?
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