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Stats - Caps & Overcaps

Discussion in 'Items, Equipment, and Mechanics' started by Errrorr, Jan 18, 2017.

  1. Errrorr

    Errrorr Active Member

    Shamelessly stolen from the long buried official forums thread. + additions added. Feel free to correct anything I may have missed/got wrong.

    Multi-Attack Chance - Extra Swing Percentage
    10 - 12%
    50 - 52%
    100 - 91%
    110 - 97%
    120 - 100% + 2%
    150 - 100% + 15%
    200 - 100% + 25%
    300 - 100% + 35%
    500 - 100% + 45%
    700 - 100% + 55%
    900 - 100% + 65%
    1200 - 100% + 75%

    Damage Per Second - Damage Multiplier
    100 - 2x
    200 - 3x
    300 - 4x
    400 - 5x
    500 - 6x
    600 - 7x
    1000 - 8x
    1600 - 9x
    2300 - 10x


    Attack Speed - Flurry Chance
    200 - 0%
    300 - 6.8%
    500 - 13.4%
    700 - 19.6%
    900 - 25.6%
    1200 - 31.4%


    Casting Speed - Doublecast Chance
    100% - 0%
    200% - 7.5%
    400% - 15%
    600% - 22.5%
    800% - 30%
    1100% - 37.5%

    Offensive Skill (Over Base) - Variance Reduction Percentage
    +100 - 2%
    +1000 - 20%
    +2500 - 30%
    +5000 - 40%

    Hate Gain;
    +100%
    - 50%

    Uncontested Avoidance;
    70%

    Critical Chance;
    100% - 1% to get legendary crit hit (+25% Damage)
    500% - 1% to get fabled crit hit (+100% Damage)
    700% - 1% to get mythical crit hit (+300% Damage)

    Cap Unknown, seems to curve heavily at 2000%+

    Crit Bonus
    4000% + Overcap Stats.

    Fervor
    200 + Overcap Stats.

    Stats capping at 100% with no overcap;
    • Strikethrough
    • Accuracy
    • Reuse
    • AE Auto
    • Recovery
    • Doublecast
    • Flurry
    Mitigation;
    [​IMG]

    Resists;
    [​IMG]
     
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  2. Julianxzz

    Julianxzz New Member

    Is the Mitigation Cap at 34K or 35K???
     
  3. CoLDMeTaL

    CoLDMeTaL Active Member

    Just watching the thread.
     
  4. Julianxzz

    Julianxzz New Member

    Because I saw the description on EQ2u is 34K....

    so I asked...
     
  5. Wurm

    Wurm Active Member

    Errrorr, how about Ability Mod, is there a cap or is it all diminishing returns?
     
  6. Mermut

    Mermut Well-Known Member

    With current potency levels, ab mod is effectively w/o cap.
     
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  7. CoLDMeTaL

    CoLDMeTaL Active Member

    Do we know that ab mod applies 'after' potency? crit bonus?
     
  8. Errrorr

    Errrorr Active Member

    Damage = (((Base X Potency) + Ability Mod) x Crit Bonus) x Fervor)
     
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  9. CoLDMeTaL

    CoLDMeTaL Active Member

    Did a Dev give you that, or did you reverse engineer it?
     
  10. Errrorr

    Errrorr Active Member

    It's been that way for about 17 years now.
     
  11. CoLDMeTaL

    CoLDMeTaL Active Member

    Eq2 has only been around 13 years, and Fervor like 2, but ok.
     
    Last edited: May 31, 2017

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