Tailor Archive
Thread: Understanding the +25 cap
I’m curious how the +25 stat cap works.
Say I have two +15 pieces of BE clothing for a particular stat, giving me a listed +30 in theory, does it:
a) round that down to the maximum +25 and apply it?
or
b) ignore the piece of clothing which takes me over the cap, i.e. leaving me with just +15 for the one piece of clothing under the cap?
Basically I’m trying to work out if we need to carefully get clothing bonuses to +25 exactly, or if we can just “over-stat” it, and relax knowing that it’ll just be rounded down to +25.
The clothing mods seem to be broken. I have an alt that's a Jedi used to wearing BE clothes because of the melee defense (previously +4 melee/+19 stun) that did work, but have tested those and the new BE clothes (on our server, Ahazi, the best I was able to find was +13 melee/+13 range defense), and while they get counted on the character screen, the damage I take wearing 4 articles of clothing (+52 melee/+52 range defense)is the same as the damage I take wearing my robe.
I realize that the +25 cap is still in effect (as per some previous posts), but even that should allow for some bonus as it theoretically bumps up my melee defense about 20% on my character sheet.
Note that I've tested it with the same creatures, within the same lair (I've been testing a few things in Jedi and there are a slew of broken things with it - got to love this beta testing for SOE), and perhaps there's a cap for melee defense (I'm 4440 Defender). Certainly a cap seems to apply when Force Aura is applied, as the damage taken is also exactly the same (albeit significantly less), whether I have BE clothes (regardless of combinations or numbers) on or not.
For the melee defense check the other thread in this forum as I have posted my testing results for the Melee / Ranged Defense outfits.
My conclusion was that they are currently not doing any benefit.
Niether are CAs and food in this category.