I am not aware exactly of the soft cap on any of the stats. The only one that has a hard cap is resistance ignored being effective. Aka if a mob has a damage resistance of 45 percent and you have resistence ignored only 45 of that is used it never can go negative making the mob take more damage. All the other stats are what they consider a soft cap. In short, you can increase them as high as you would like but the return is diminishing the higher it gets. s
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santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
At what point does Recovery show diminishing returns?
At what point does Recovery show diminishing returns?
Recovery doesn't have diminishing returns in the most basic sense (each 200 points gives you +1% recharge speed increase). However, because it's "recharge speed increase" there are diminishing returns to that calculation.
I like to think about it in terms of driving speed, since the analogy works well.
If I have 60 miles to drive and I drive at 10 miles per hour, it will take me 6 hours to get there.
If i drive 50% faster, 15 miles per hour, it will take me 4 hours to get there (60/15 = 4) which means I'm saving 2hrs (it's taking 33% less time).
If I drive 100% faster, 20 miles per hour, it will take me 3 hours to get there (60/20 = 3) which means I'm saving 3hrs (it's taking me 50% less time).
So the first 50% speed increase reduces my time by 2 hours, the 2nd 50% speed increase (from 50% -> 100% increase) only reduces my drive time by 1 hour further.
In that same sense, Recharge Speed Increase has decreasing marginal returns. The stat doesn't have a built in decreasing return in terms of RSI, but the way the math works each additional % of RSI gives less actual cooldown time reduction.
PS: Primary Stats (power, crit, recovery, etc.) don't have decreasing marginal returns. ArPen is funny because it's essentially linear up to a cap (60% for PvE) after which you get no more benefit. Secondary Stats (AP Gain, Combat Adv, Stamina Gain, etc.) _do_ have decreasing marginal returns as was mentioned above. Stacking secondary stats >1000 gives drastically reduced returns (and over 2000 the benefit is almost negligible).
Nice response @dupeks . Do you know if there has been any change to DR for mobs in the new zones of mod 10 and mod 10.5, or the end bosses?
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santralafaxMember, NW M9 PlaytestPosts: 2,896Arc User
@dupeks Thank you for the thoughtful response. It's clear now!
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icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited November 2016
yup, secondary stats like Combat Advantage, Incoming Healing bonus, AP Gain, Stamina Gain, AOE Resist are best kept around 1000 to get the most of it, and you can further fine tune it with mount insiginias. For better AP Gain, invest into recovery instead.
Nice response @dupeks . Do you know if there has been any change to DR for mobs in the new zones of mod 10 and mod 10.5, or the end bosses?
As far as I know (and others who I trust have reported) the maximum DR for mobs in all zones is still 59.5% (people say 60% as a rule of thumb, but the precise DR is a half a percentage lower).
I haven't tested this myself, and I haven't tested the new epic trial. But others have and report no new DR threshold.
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Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
All the other stats are what they consider a soft cap. In short, you can increase them as high as you would like but the return is diminishing the higher it gets.
s
I like to think about it in terms of driving speed, since the analogy works well.
If I have 60 miles to drive and I drive at 10 miles per hour, it will take me 6 hours to get there.
If i drive 50% faster, 15 miles per hour, it will take me 4 hours to get there (60/15 = 4) which means I'm saving 2hrs (it's taking 33% less time).
If I drive 100% faster, 20 miles per hour, it will take me 3 hours to get there (60/20 = 3) which means I'm saving 3hrs (it's taking me 50% less time).
So the first 50% speed increase reduces my time by 2 hours, the 2nd 50% speed increase (from 50% -> 100% increase) only reduces my drive time by 1 hour further.
In that same sense, Recharge Speed Increase has decreasing marginal returns. The stat doesn't have a built in decreasing return in terms of RSI, but the way the math works each additional % of RSI gives less actual cooldown time reduction.
PS: Primary Stats (power, crit, recovery, etc.) don't have decreasing marginal returns.
ArPen is funny because it's essentially linear up to a cap (60% for PvE) after which you get no more benefit.
Secondary Stats (AP Gain, Combat Adv, Stamina Gain, etc.) _do_ have decreasing marginal returns as was mentioned above. Stacking secondary stats >1000 gives drastically reduced returns (and over 2000 the benefit is almost negligible).
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
I haven't tested this myself, and I haven't tested the new epic trial. But others have and report no new DR threshold.