Can someone explain how recovery works and when I will see any benefit? I have a DC. He had 3k recovery yesterday. When I cast Astral Shield the timer shows 15 seconds CD. Yesterday I got a new gear. Now I have 3.5k recovery and yet when I cast Astral Shield the timer still shows 15 seconds CD. I though 500 points would make at least a tiny difference.
So where is the benefit of recovery? Or am I already at soft cap?
3k is the general soft cap for DC/CW/GWF. You should have seen at least a small difference going from 3k to 3.5k though, maybe .2-.4 of a second at least.
But yeah if you have over 3k now and can drop recovery on something else to gain a more useful stat I would do that.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
Note. you should deduct 1% RSI from CHA attribute if you have campfire buff.
Basically, the difference in this case is 1.9% RSI which is around 0.25s here, i.e. close to limit of what you can notice depending on your client latency and lag.
There are no soft caps to Recovery with respect to Astral Shield, only diminishing returns.
There are no soft caps to Recovery with respect to Astral Shield, only diminishing returns.
The "soft cap" is in terms of when the diminishing returns reach too high an amount for it to be worth putting more points into, they are one in the same. A hard cap would be when it gives no more bonus whatsoever.
Guild Master of <Enemy Team>
We are definitely dominating, and we are always about to win.
The "soft cap" is in terms of when the diminishing returns reach too high an amount for it to be worth putting more points into, they are one in the same. A hard cap would be when it gives no more bonus whatsoever.
We disagree with definitions.
A soft cap is a limit on a stat placed by some specific condition, e.g. a spell gaining no further benefit. Previously (i.e. several major patches ago), for example, there was a softcap to Recovery for the Cleric because you only needed to get sufficient RSI (33%) to have a 100% uptime on Astral Shield, the main output of the class.
Another example: the most common soft cap in this game, which applies across all classes, is stacking Resistance Ignored beyond 2,536 (i.e. 24% Resistance Ignored) Armor Penetration in PvE is considered pointless because that is the maximum known mitigation of bosses.
A hardcap is indeed when stacking a stat past a specific point grants no benefit whatsoever under *any* condition. There are no known hardcaps in this game, at this time.
Diminishing returns has nothing to do with either of the above and there are many successful players that stack stats well into deep diminishing return territory, Defense, Armor Penetration and Recovery being the most common (and, unsurprisingly, these are the three stats with the least diminishing returns).
Comments
But yeah if you have over 3k now and can drop recovery on something else to gain a more useful stat I would do that.
We are definitely dominating, and we are always about to win.
3,500 Recovery = 24.09% RSI
RSI conversions available at https://www.desmos.com/calculator/3dqpvhuavj
Base cooldown of Astral Shield = 20s.
Astral Shield timer tooltip = 20s / (1 + total RSI).
Note. you should deduct 1% RSI from CHA attribute if you have campfire buff.
Basically, the difference in this case is 1.9% RSI which is around 0.25s here, i.e. close to limit of what you can notice depending on your client latency and lag.
There are no soft caps to Recovery with respect to Astral Shield, only diminishing returns.
The "soft cap" is in terms of when the diminishing returns reach too high an amount for it to be worth putting more points into, they are one in the same. A hard cap would be when it gives no more bonus whatsoever.
We are definitely dominating, and we are always about to win.
We disagree with definitions.
A soft cap is a limit on a stat placed by some specific condition, e.g. a spell gaining no further benefit. Previously (i.e. several major patches ago), for example, there was a softcap to Recovery for the Cleric because you only needed to get sufficient RSI (33%) to have a 100% uptime on Astral Shield, the main output of the class.
Another example: the most common soft cap in this game, which applies across all classes, is stacking Resistance Ignored beyond 2,536 (i.e. 24% Resistance Ignored) Armor Penetration in PvE is considered pointless because that is the maximum known mitigation of bosses.
A hardcap is indeed when stacking a stat past a specific point grants no benefit whatsoever under *any* condition. There are no known hardcaps in this game, at this time.
Diminishing returns has nothing to do with either of the above and there are many successful players that stack stats well into deep diminishing return territory, Defense, Armor Penetration and Recovery being the most common (and, unsurprisingly, these are the three stats with the least diminishing returns).