Dynamic Cap
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Dynamic Cap
Another cap system added called "Dynamic Cap". All three cap systems can be used in conjunction if need be. The dynamic cap system allows players to reach a certain amount of stats before the cap affects them.
For example; Cap set to 1000, 20%
This means the player can get a statsum of 1000 before the gains for all their stats reach 20%.
Demon with 200 STR, 200 END, 200 MAG, 200 RES and 200 DEX, all with a 2x mod for each stat, has a statsum of 500.
Human with 200 STR, 200 END, 200 MAG, 200 RES and 200 DEX, all with a 1x mod for each stat, has a statsum of 1000.
Once you hit the dynamic cap, all gains will be lowered to the percent set (in this case, 20%). If the percent is 0%, the player gains nothing.
You can set up to 3 dynamic caps at one time.
You can still use softcaps/hardcaps, but dynamic caps should be the preferred system going forwards.
For example; Cap set to 1000, 20%
This means the player can get a statsum of 1000 before the gains for all their stats reach 20%.
Demon with 200 STR, 200 END, 200 MAG, 200 RES and 200 DEX, all with a 2x mod for each stat, has a statsum of 500.
Human with 200 STR, 200 END, 200 MAG, 200 RES and 200 DEX, all with a 1x mod for each stat, has a statsum of 1000.
Once you hit the dynamic cap, all gains will be lowered to the percent set (in this case, 20%). If the percent is 0%, the player gains nothing.
You can set up to 3 dynamic caps at one time.
You can still use softcaps/hardcaps, but dynamic caps should be the preferred system going forwards.
Gluscap- Posts : 104
Join date : 2014-05-08
Location : Toronto, ON
Re: Dynamic Cap
Interesting. This could actually influence "Builds" so to speak, and make focusing certain stats a true tactical and Roleplay orientated choice. I'm all for it.
renowner- Posts : 110
Join date : 2015-04-16
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