Jedi Archive

Thread: What are the caps for...

AnadElgoff
Tue Nov 01, 2005 8:43 pm
#1

Could someone either tell me or point me to a thread showing what the current caps are, i.e. , caps for accuracy, speed, experimentation, defense, etc.?

Thx
vigocke
Tue Nov 01, 2005 8:48 pm
#2

for the skill mods there is no caps, everything (I am pretty sure) goes by a diminising returns formulae


for any mods you get from clothing(both SEA and BE mods)there is a +25cap to how much improvement you get from the clothing


Kryxal
Tue Nov 01, 2005 9:05 pm
#3

For experimentation, though the cap is +25, there's little practical difference between that and +20. Every 10 gives you an extra experimentation point...



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
BountyHunterTHX1138
Tue Nov 01, 2005 9:06 pm
#4



Kryxal wrote:
For experimentation, though the cap is +25, there's little practical difference between that and +20. Every 10 gives you an extra experimentation point...





ls exp doesnt cap at 12pts then?




Zandramous Bel'lal
Jedi Elder

Account Dead dec 17th
Kryxal
Tue Nov 01, 2005 9:12 pm
#5

It caps at 12 points, the only thing +25 instead of +20 does is makes the better results a bit easier to get.



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
Garanor
Mon Nov 07, 2005 10:05 pm
#6


Not that much (if any) of this will mean anything after the 15th...


There does not seem to be a cap with clothing/mods/SEAs (at least it isn't 25).


You can increase your Melee Defense, for example, as much as you want and it does make a difference, even after 25.





vigocke wrote:


for the skill mods there is no caps, everything (I am pretty sure) goes by a diminising returns formulae


for any mods you get from clothing(both SEA and BE mods)there is a +25cap to how much improvement you get from the clothing







This one is more interesting and complex







Kryxal wrote:
For experimentation, though the cap is +25, there's little practical difference between that and +20. Every 10 gives you an extra experimentation point...





You can get more than +25 in SEAs and it will make a difference, but here is how it works.


If you are Master LS, then you can gain reach 12 Exp. points. If you are not Master LS, the highest number of Exp. points you can reach is 10, no matter high how your mods.


To clarify, My Jedi is 0424 in LS, which grants 75 LS Experimentation (from the XXX4 line), which means 7 LS Exp. points. I have +35 in LS Exp. mods, for a total of 110 LS Exp. This grants me THREE LS Exp. points (8, 9 and 10) for a total of 10 LS Exp. points. (Even though the total is 110 = 11 points)


vigocke
Mon Nov 07, 2005 11:04 pm
#7


a few tests I did on terrain negotiation rather than on the defences since adding 0,25 or 64 defence to 300odd makes far less difference than 0, 25 or 64 terrain negotiation added to none


fairly conclusively showed that the terrain negotiation cap was +25


to do this I just timed runing between two marked points, up a hill


The speed of running improved and the timing of the run lessened up to terrain negotiation +25 and then showed no improvement even though the terrain negotiation increased when looking at the chracter sheet (ctrl-s thingy) as well looking around on tailor forums they have quotes from devs stating that the cap is +25

Message Edited by vigocke on 11-07-2005 10:12 PM

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