Rifleman Archive

Thread: Regarding skill caps

Lieshi
Wed Apr 07, 2004 10:37 pm
#1

I've seen a lot of conflicting info on this topic.


How do we know if we have hit the hard cap for a skill mod?


Are primary and secondary defensive attributes subject to caps, or secondary only?

Is there a website showing the various hard caps? Link?


Can clothing / armor attachments take you over the normal skill mod cap? What is the cap for additional mod points added by attachments. I have heard 25 -- is that correct? Is that on a per skill basis, or is that the aggregate cap for all attachments (I would be amazed if the latter of the two).
-Ozzie-
Thu Apr 08, 2004 1:29 am
#2

yes 25 is capped. devs have confirmed this many many times.



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