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Overcapping: Difference between revisions

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[[Category:PvM]]
[[Category:PvM Mechanics]]
[[Category:Damage Calculation]]
[[Category:Combat Mechanics]]


[[Category:PvM]][[Category:PvM Mechanics]]
In '''Outlands''', '''Overcapping''' refers to specific mechanics where exceeding the normal functional cap of certain combat statistics provides a direct '''Damage Bonus''' in '''PvM''' (Player vs. Monster) scenarios. The excess bonus is converted into damage based on defined ratios.
In '''Outlands''', Overcapping refers to scenarios where a player's bonuses exceed their functional caps. When this occurs, the excess bonuses are converted into additional damage against creatures, based on specific rules and conversion ratios per stat.


== Accuracy ==
== Accuracy ==
When making Melee Attacks against creatures:
Applies when making Melee Attacks against creatures.
*  If a player's calculated chance to hit exceeds 100%, the excess chance is converted into a Damage Bonus.
*  '''Standard Conversion Ratio:''' '''1%''' excess Hit Chance converts to '''+0.5%''' Damage Bonus.
*  '''Reduced Ratio (Stealth/Shadow):''' If the player is performing a [[Stealth]] [[Backstab]] OR wearing [[Shadow Aspect]] Armor, the ratio is reduced.
**  '''Stealth/Shadow Conversion Ratio:''' '''1%''' excess Hit Chance converts to '''+0.25%''' Damage Bonus.
*  '''Maximum Bonus:''' The damage bonus gained from overcapping Accuracy is capped at '''+25%'''.


* If the player has higher than a 100% chance to hit, any excess chance to hit will be converted into a Damage Bonus.
'''Example:'''
* Conversion Ratio: '''1% to 0.5%''' (Max: '''+25%''' Damage Bonus)
*   A player has a calculated 120% chance to hit a creature normally.
 
*  Excess Hit Chance = 120% - 100% = 20%.
However, if the player is performing a '''Stealth Backstab''' or wearing '''Shadow Aspect Armor''', the conversion ratio is reduced:
*   Damage Bonus = 20% * 0.5 = '''+10%''' Damage Bonus.
 
*  If the same player was performing a Backstab, the bonus would be 20% * 0.25 = '''+5%''' Damage Bonus.
* Conversion Ratio: '''1% to 0.25%''' (Max: '''+25%''' Damage Bonus)
 
'''Example:''' A player has a 120% chance to hit a creature.  The player receives a (20% * 0.5) = '''+10%''' Damage Bonus against the creature.


== Charged Spell Chance ==
== Charged Spell Chance ==
When casting Spells against creatures:
Applies when casting Spells against creatures.
*  If a player's chance to trigger a [[Magery#Charged Spells (PvM)|Charged Spell]] exceeds 100%, the excess chance is converted into a Spell Damage Bonus.
*  '''Conversion Ratio:''' '''1%''' excess Charged Spell Chance converts to '''+0.5%''' Spell Damage Bonus.
*  '''Maximum Bonus:''' The damage bonus gained from overcapping Charged Spell Chance is capped at '''+25%'''.
*  '''Note:''' Currently, it is difficult or impossible for players to naturally reach over 100% Charged Spell Chance through available gear and buffs. This mechanic primarily exists for future scalability or potential temporary effects.


* If the player has higher than a 100% chance to trigger a Charged Spell, the excess is converted into a Damage Bonus.
'''Example (Hypothetical):'''
* Conversion Ratio: '''1% to 0.5%''' (Max: '''+25%''' Damage Bonus)
A player somehow achieves a 120% Charged Spell Chance against a creature.
 
*  Excess Chance = 120% - 100% = 20%.
'''Note:''' Currently, there are not enough available bonuses for players to reach 100% Charged Spell Chance. This mechanic exists for future scalability.
*  Spell Damage Bonus = 20% * 0.5 = '''+10%''' Spell Damage Bonus.
 
'''Example:''' A player has a 120% Charged Spell Chance when casting on a creature. The player receives a (20% * 0.5) = '''+10%''' Damage Bonus against the creature.


== Swing Speed ==
== Swing Speed ==
When making Melee Attacks against creatures:
{{Main|Swing Speed}}
Applies when making Melee Attacks against creatures.
*  If a player's total [[Swing Speed|Swing Speed Increase (SSI)]] bonuses exceed their current [[Swing Speed#Swing Speed Formula|SSI Cap]] (normally 50%, up to 60% with [[Redline System]]), the excess SSI is converted into a Damage Bonus.
*  '''Conversion Ratio:''' '''1%''' excess SSI converts to '''+1%''' Damage Bonus.
*  '''Maximum Bonus:''' Uncapped in principle, but limited by the maximum achievable SSI vs the cap.


* If a player's '''Swing Speed Bonuses''' exceed their '''Swing Speed Cap''', the excess is converted into a Damage Bonus.
'''Example:'''
* Conversion Ratio: '''1% to 1%'''
*   A player has accumulated +75% SSI from skills, gear, and buffs.
 
*  Their SSI Cap is +60% via the Redline System.
'''Example:''' A player has 75% Swing Speed bonuses, but a Swing Speed Cap of 60%. The player receives (75% - 60%) = '''+15%''' Damage Bonus against the creature.
*  Excess SSI = 75% - 60% = 15%.
*  Damage Bonus = '''+15%''' Damage Bonus. (The player also attacks at the capped speed).


== Mana Refund ==
== Mana Refund ==
When casting Damaging Spells against creatures:
{{Main|Modifiers#Spellbooks}}
 
Applies when casting Damaging Spells against creatures.
* If a player's '''Mana Refund Chance''' exceeds their '''Mana Refund Cap''', the excess is converted into a Spell Damage Bonus.
*   If a player's total [[Modifiers#Potency|Mana Refund Chance]] (primarily from Spellbook Potency) exceeds their current Mana Refund Cap (normally 50%, up to 60% with [[Redline System]]), the excess chance is converted into a Spell Damage Bonus.
* Conversion Ratio: '''1% to 1%'''
*   '''Conversion Ratio:''' '''1%''' excess Mana Refund Chance converts to '''+1%''' Spell Damage Bonus.
*  '''Maximum Bonus:''' Uncapped in principle, but limited by achievable Mana Refund vs the cap.


'''Example:''' A player has a 70% Mana Refund Chance, but a Mana Refund Cap of 60%. The player receives (70% - 60%) = '''+10%''' Spell Damage Bonus against the creature.
'''Example:'''
A player has a Spellbook and other effects giving a total of +70% Mana Refund Chance.
*  Their Mana Refund Cap is +60% via the Redline System.
*  Excess Chance = 70% - 60% = 10%.
*  Spell Damage Bonus = '''+10%''' Spell Damage Bonus. (The player also benefits from the capped 60% chance to refund mana).

Latest revision as of 04:18, 28 March 2025


In Outlands, Overcapping refers to specific mechanics where exceeding the normal functional cap of certain combat statistics provides a direct Damage Bonus in PvM (Player vs. Monster) scenarios. The excess bonus is converted into damage based on defined ratios.

Accuracy

Applies when making Melee Attacks against creatures.

  • If a player's calculated chance to hit exceeds 100%, the excess chance is converted into a Damage Bonus.
  • Standard Conversion Ratio: 1% excess Hit Chance converts to +0.5% Damage Bonus.
  • Reduced Ratio (Stealth/Shadow): If the player is performing a Stealth Backstab OR wearing Shadow Aspect Armor, the ratio is reduced.
    • Stealth/Shadow Conversion Ratio: 1% excess Hit Chance converts to +0.25% Damage Bonus.
  • Maximum Bonus: The damage bonus gained from overcapping Accuracy is capped at +25%.

Example:

  • A player has a calculated 120% chance to hit a creature normally.
  • Excess Hit Chance = 120% - 100% = 20%.
  • Damage Bonus = 20% * 0.5 = +10% Damage Bonus.
  • If the same player was performing a Backstab, the bonus would be 20% * 0.25 = +5% Damage Bonus.

Charged Spell Chance

Applies when casting Spells against creatures.

  • If a player's chance to trigger a Charged Spell exceeds 100%, the excess chance is converted into a Spell Damage Bonus.
  • Conversion Ratio: 1% excess Charged Spell Chance converts to +0.5% Spell Damage Bonus.
  • Maximum Bonus: The damage bonus gained from overcapping Charged Spell Chance is capped at +25%.
  • Note: Currently, it is difficult or impossible for players to naturally reach over 100% Charged Spell Chance through available gear and buffs. This mechanic primarily exists for future scalability or potential temporary effects.

Example (Hypothetical):

  • A player somehow achieves a 120% Charged Spell Chance against a creature.
  • Excess Chance = 120% - 100% = 20%.
  • Spell Damage Bonus = 20% * 0.5 = +10% Spell Damage Bonus.

Swing Speed

Applies when making Melee Attacks against creatures.

  • If a player's total Swing Speed Increase (SSI) bonuses exceed their current SSI Cap (normally 50%, up to 60% with Redline System), the excess SSI is converted into a Damage Bonus.
  • Conversion Ratio: 1% excess SSI converts to +1% Damage Bonus.
  • Maximum Bonus: Uncapped in principle, but limited by the maximum achievable SSI vs the cap.

Example:

  • A player has accumulated +75% SSI from skills, gear, and buffs.
  • Their SSI Cap is +60% via the Redline System.
  • Excess SSI = 75% - 60% = 15%.
  • Damage Bonus = +15% Damage Bonus. (The player also attacks at the capped speed).

Mana Refund

Applies when casting Damaging Spells against creatures.

  • If a player's total Mana Refund Chance (primarily from Spellbook Potency) exceeds their current Mana Refund Cap (normally 50%, up to 60% with Redline System), the excess chance is converted into a Spell Damage Bonus.
  • Conversion Ratio: 1% excess Mana Refund Chance converts to +1% Spell Damage Bonus.
  • Maximum Bonus: Uncapped in principle, but limited by achievable Mana Refund vs the cap.

Example:

  • A player has a Spellbook and other effects giving a total of +70% Mana Refund Chance.
  • Their Mana Refund Cap is +60% via the Redline System.
  • Excess Chance = 70% - 60% = 10%.
  • Spell Damage Bonus = +10% Spell Damage Bonus. (The player also benefits from the capped 60% chance to refund mana).