Are there caps for things other than defence?
I can't respond to all of your questions, so here is what I know:
Defense doesn't have a cap per se, it can go up to 100%, 200%. What they mean with the soft cap though, is that once you hit 45% you've floored the accuracy (or tohit, not entirely sure) of even con enemies.
Resistance on the other hand, does have a hard cap. It varies from AT to AT, but for Brutes, it's 90%. Generally speaking, people only hit the resist cap to a single specific damage type depending on their armor set (a Brute can hit 90% resist to Energy Damage if he's Electric Armor). Buffs from other people (Corruptors, Defenders, MMs, etc) will allow them to hit the resist cap to other damage types.
In Mid's, the damage % shows up as red because you've gone over the Enhancement Diversification (ED) limt. That is, before City of Villains, people could put six Single Origin (SO) damage enhancements and get a full 199.8% damage increase to a power, but now, due to ED, in a very simplistic form, you can only hit ~80-98% increase to a power's attribute before you hit severe diminishing returns (there are attributes that have lower caps from enhancements such as resistance (~50%)). In Mid's, when a % from enhancements is green, it means you've barely touched the ED cap, yellow means you've hit it, and red is because you've gone over the cap and an enhancement is giving you very limited returns in that attribute.
Im not sure if this addresses your questions but yes, everything does have a limit. But you dont really need to worry about any of them, other than the law of fives.
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@Caucasiafro
What you're seeing is the ED Cap, after slotting certain amounts of a single type of enhancement the effects become drastically reduced. This is why one only puts up to 3 SOs of a single type in a power.
I can't respond to all of your questions, so here is what I know:
Defense doesn't have a cap per se, it can go up to 100%, 200%. What they mean with the soft cap though, is that once you hit 45% you've floored the accuracy (or tohit, not entirely sure) of even con enemies. |
Resistance on the other hand, does have a hard cap. It varies from AT to AT, but for Brutes, it's 90%. Generally speaking, people only hit the resist cap to a single specific damage type depending on their armor set (a Brute can hit 90% resist to Energy Damage if he's Electric Armor). Buffs from other people (Corruptors, Defenders, MMs, etc) will allow them to hit the resist cap to other damage types. |
Second note: I'm not sure that's true when you're running under the effects of Eye of the Magus.
Thanks for the help guys. I've been testing out my builds on Mid's and having pretty good results. I assumed (for the ED cap things) that the colors kinda corresponded like a traffic light, green means ur close and keep going, yellow means slow down and dont add to much more, and red means you've gone to far and you're wasting something somewhere.
I've been mixing different IO sets to get all the boosts im looking for as close to green/yellow as possible.
Also:
For anyone else in here who is interested out in helping a player in need, Is it bad if say I have one stat just barely over the cap, by about 5% or so?
and for time purposes, if anyone wants to take a look at my build & possibly give advice, here's a download link:
http://www.mediafire.com/?1735m7t14h311qg
Nope. It's not uncommon to pass into the 'red' zone when slotting a power. Just avoid slotting extra when you're already into it. For example if you're slotting a power that has a 95% enhancement to damage with another IO you won't get much use out of slotting something that is damage/recharge for example. You'd be better off looking for another IO that was endurance/recharge or accuracy/endurance.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Nope. It's not uncommon to pass into the 'red' zone when slotting a power. Just avoid slotting extra when you're already into it. For example if you're slotting a power that has a 95% enhancement to damage with another IO you won't get much use out of slotting something that is damage/recharge for example. You'd be better off looking for another IO that was endurance/recharge or accuracy/endurance.
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So I've been designing a kinetic/willpower brute build using the Mid's Hero Designer and I'm having a bit of trouble understanding how the caps may affect my build. I read up on a Softcapping guide and, PLEASE correct me if I'm wrong, i believe that it is a good idea to have your defense/resistance hover around the 45-50% range.
I have my auto powers (quick recovery, fast healing, Health, stamina) only 3 slotted with either standard invention Heal or End Modification, depending on the power. Is this beneficial? after observation my toon's regeneration would be through the roof.
On Rise to the challenge, I have a 53% end discount, 26% rech, and a 104.5% heal (also showing as red). Is this bad?
Also, on terms of slotting my attack powers, is there any caps on things like damage, accuracy, or endurance reduction? I have 6slot crushing impact on one of my mele powers and my acc/end/rech are all around 69% while the damage is at about 101% (it shows up as red.) Is this bad,and if it is, How can i avoid this?