Jedi Archive

Thread: +25 Mod is NOT the cap...

fireburt
Sat Oct 08, 2005 10:19 pm
#14

also another source of confusion in caps is that the stat itself has no cap, but clothes do.


all clothes cap at +25 bonus...but if you have 25 from clothes and +X more from foods, +X more from spice,+x more from buffs etc, they all stack on diminishing returns..


but anything past 25 on clothes is a waste of money and effort. ALL clothing related mods cap at 25


Mina-
Sat Oct 08, 2005 11:08 pm
#15






Slash_DPC wrote:
Cap on ANY mod is +25 in tapes plus whatever you get from skill boxes




Do you have a link to prove that, i ask because every one has had diffrent ideas yet no word



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lovisa
Sat Oct 08, 2005 11:54 pm
#16


one thing for sure is if there is any cap of +25 then it is on all mods not just one type of mods or two and


i am pretty sure exp mods cap at +25 so i doubt we have diffrent caps on other mods like defens or acc or any


Message Edited by lovisa on 10-09-2005 10:36 AM



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Sidalo
Sun Oct 09, 2005 9:17 am
#17






Mina- wrote:





Slash_DPC wrote:
Cap on ANY mod is +25 in tapes plus whatever you get from skill boxes



Do you have a link to prove that, i ask because every one has had diffrent ideas yet no word




Look through Dev tracker and look for posts in the tailor forum.


They state that all mods cap at +25 through BE mods, CAs, AAs, and weapon mods. Then food stacks on top of that, and SL bonus on top of that.


Not gonna find the link for you but I am sure you can find it if you look hard enough.





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Tarq
Sun Oct 09, 2005 9:20 am
#18

+25 is the cap if you are master sabers..... i am general/lightsaber accuracy capped and my DPS does not modify any higher than what +25 gives you








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Tripbacca
Sun Oct 09, 2005 9:34 am
#19

food for thought here.....


If you speed through clothes was say.... +50 yet only +25 of that was used right....


Let say a CM applies a combat debuff for speed to you thats -40 to your speed negating your +25 and giving you an extra -15 to your combat speed maybe though you dormant clothing mods come into play therefore giving you no loss to your speed but a +10 instead 50 - 40 = 10.....


Just a thought and in a game made by this company it might well work that way


glim3mer
Sun Oct 09, 2005 9:59 am
#20






Tripbacca wrote:

food for thought here.....


If you speed through clothes was say.... +50 yet only +25 of that was used right....


Let say a CM applies a combat debuff for speed to you thats -40 to your speed negating your +25 and giving you an extra -15 to your combat speed maybe though you dormant clothing mods come into play therefore giving you no loss to your speed but a +10 instead 50 - 40 = 10.....


Just a thought and in a game made by this company it might well work that way








Awsome thinking.


But here is the problem with that. If we assume it works the way you say then we must look at it a certain way. Your way would mean that the original cap is in effect then the diminishing returns formula applies, then what ever is left over is in turn applied ontop of the speed (making it in a way that you go beyong +25 like you are saying) but, why would the dimishing returns formula stop there? CA - Diminishing return + CA is what your saying.


But the problem is that diminishing returns is applied at the very end. So you can have CA + food + skill mods + BE cloths then Diminishing returns.


Now again here, if we assume it works your way considering that dimishing returns is applied at the end, we enter kinda a infinite circle.


Because: CA - Diminishing returns + CA(left overs)- Diminishing returns + CA (left overs) - Dimishing returns .... infinite


Which this goes to prove that First your (mods, foods, CA's, BE) are counted then Skill de-modifiers from CM or Healer apply and then Dimishing returns.


This way all your mods are taken in effect, and enforcing caps. Otherwise you recycle left over mods.


Atleast from my understand this is how I see things. This might not be the best explanation so take things with a bit of salt. I wasent trying to clarify the formulas, I was just trying to clarify the order by which things are accounted for.


Again this is my point of view.




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Emperor_Pimpati
Sun Oct 09, 2005 10:12 am
#21






lovisa wrote:

i am pretty sure exp mods cap at +23






and Im pretty sure you're wrong....experimentation caps at +25 thats why a human master artisan can have 14 experimentation points



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lovisa
Sun Oct 09, 2005 10:37 am
#22






Emperor_Pimpati wrote:






lovisa wrote:

i am pretty sure exp mods cap at +23






and Im pretty sure you're wrong....experimentation caps at +25 thats why a human master artisan can have 14 experimentation points






doh not my best day is it


well offcourse you are right thats becourse human have +15 exp just being human and +100 from master artisan and then we have +25 from cloths i was just misstype when i said +23





---------------------------------------------------------------------------------------
Wepon/artisan/BE vendors outside cornet (farstar)
/waypoint -323 -5620
Talus Two rivers -6221 1763 (deliver my winnings here)
loads of ENHANCED wepons
all wepons made by 12pts force enhanced weponsmiths



INGAME NAME LOVISA
TonoJah
Sun Oct 09, 2005 10:37 am
#23

+25 on clothing mods...simple as that


and this isn't new info, been that way for awhile





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Slash_DPC
Sun Oct 09, 2005 10:56 am
#24



Mina- wrote:


Slash_DPC wrote:
Cap on ANY mod is +25 in tapes plus whatever you get from skill boxes


Do you have a link to prove that, i ask because every one has had diffrent ideas yet no word



I don't need proof, its been that way since day one unless the devs have announced otherwise, such as the caps on melee and ranged defense pre-cu which don't exist anymore.





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trifidac
Sun Oct 09, 2005 11:04 am
#25

I'm pretty certain +25 is cap for everything in a single mod since a dev even said it themself in a live stratic blog chat a couple months ago.




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Xalabaar
Mon Oct 10, 2005 12:03 am
#26

/gasp



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