We are live and streaming! Come join us for a final farewell to Kritika Online, as we share stories, watch clips, and hang out with you all in Watchtower. src="https://player.twitch.tv/?channel=enmasseentertainment&autoplay=false"
height="360"
width="640"
frameborder="0"
scrolling="no"
autoplay="false"
allowfullscreen="true"
>

[Guide] All the cap stats

edited April 2018 in Player Guides

Hi, I would to open this thread for all newbie and mid newbie (like me) that after month of play don't know anymore which are the cap of all stats. I ask to all community to help me to make this guide most complete as we can. So I start with the info that I've found:

Actual version 65 level caps:

Accuracy: 1,500
Critical: 2088 ( 2200 or maybe 3000 for lvl 70)
Critical rate %: 100
Critical damage %: 400 ( lvl 70 increased to 600% )
Attack speed %: 200
Physical damages (slashing, piercing, crushing, etc): no cap
Elemental damage: no cap
Defence %: 95
Defence reduction %: 100

Thanks in advance.

«1

Comments

  • YavanaYavana Member
    edited March 2018

    The only hard caps I know of are; crit damage 400%, attack speed 200%, movement speed 200%, and crit rate 100%(2088). At 70 crit damage goes up to 600% and crit rate goes to 3000ish(100%) but the other two stay the same. Stat efficiency when it comes to things like bonus damage and attack power is a whole nother topic with math I'm too stupid to do. I don't think we were ever intended to hit these numbers until post 70 content. Dg jewelry and Wrath charms really messed up the power curve in this game.

    Generally speaking attack power>crit damage>bonus damage until you reach hard caps/inefficiency points. Element and attack type(slashing/piercing/crushing) are always good and very efficient. There's a gem thread somewhere on here that mentioned around 60,000-65,000 attack power crit damage started to overtake attack gem wise, but that was ignoring the crit damage cap. I'm not sure when bonus damage gems overtake attack power ones. I'd assume the 80,000's? Also probably depends on your bonus damage stat. But red gem theorycrafting is a waste since main stat gem will be BiS for everyone.

    Appraising you probably want to avoid attack 400 is too low of an appraisal when compared to 3% boss damage, 3.75% attack speed, 7% bonus damage, 7% crit damage, 200 crit(unless capped then ignore)etc. Plus the attack we get from enhancement levels is plenty. I'd have around 65k~ without my attack power gems.

  • MyriasMyrias Member ✭✭

    Defence reduction %: 100%
    ofc... everything hits for 1s at that point. except certain debuffs and special mechanics (like ST horse stomp -50% hp)

  • Thanks for supporting me.

    I've update my first thread with all advices.

  • xManiNekoxManiNeko Member ✭✭✭

    There is no cap for bonus damage, same for attack power, elemental and skill type (only a statt cap, since you can't have more). I have over 200% bonus damage in stage and my damage output is different. Also do not forget boss/elite bonus damage, they are additional bonus damage (just monster specific), that is why it's useless to go for boss/elite crit damage after 400% since it won't increase the damage.

    Defense cap lies at 95%, and can be calculated currently by multiplying the defense value by 0.004. Also it's damage reduction not defense reduction XD.
    Element amount cap currently = 550(165%)
    Skill type = 108 (32.4%)

  • @xManiNeko said:
    There is no cap for bonus damage,

    Never heard about fake damage?...

  • xManiNekoxManiNeko Member ✭✭✭

    I have heard of fake CR (which doesn't exist, since CR has nothing to do with damage output) before, but fake damage?

  • So only cap that exists is that for Cr for you?

    And what do you mean with:
    Skill type = 108 (32.4%)

  • xManiNekoxManiNeko Member ✭✭✭
    edited March 2018

    No, there is a cap for Attack Speed (200%), Crit damage (400% - get raised to 600% with cap 70), Critical rate (100% - 2088), Defense (95% - 23,750), Damage Reduction 100%.
    Skil types are crushing, piercing, slashing, like elemental they do not have a cap, but rather a max amount you can gather. Those are those values, for the skill types the max value is 108 (with our current cap), the % is the amount of damage increase. Again there is no cap for Bonus damage, Attack Power, elemental and skill type, only max amount of gathering values.

  • 347CHY9ACW347CHY9ACW Member

    Are you sure about bonus damage i could have sworn i came across it somewhere that its 200% now and 300% with 70 cap?

  • I'm pretty sure that bonus dmg have its cap

  • Ekim41Ekim41 Member, KOL

    As someone told me (dont remember who) Bonus damage got a different kind of cap. after 200% its adding less and less damage as it increases. However most of my guildies deny this thesis so i can't argue that its 100% percent true. I wish officials let us know all caps since they're affecting gameplay as first degree.

  • It's called Diminishing Returns...

  • xManiNekoxManiNeko Member ✭✭✭

    Okay I did some testing in training ground (kholdor hat is always active when you reset it). Crit damage = 400%+, Attack speed has no influence on the damage. The monsters do not have defense in training ground and my piercing debuff (imprint 2nd row SM is always active). Meaning the damage is normalized~
    BD = Bonus damage, BBD = Boss bonus damage, EBD = Elite Bonus damage, BT = Boss damage total (BD+BBD), ET = Elite damage total (BD+EBD) Number 1 is with buffs, number 2 is without buffs.
    Note: Boss/Elite bonus damage = Bonus damage but monster specific

    Overview with buffs:
    BD = 224.47%
    BBD = 36.94%
    EBD = 28.29%

    BT = 261,41%
    ET = 252.76%

    Gun fu damage average (150 times used) = 560,683,515

    Overview without buffs
    BD = 209.47%
    BBD = 26.94%
    EBD = 12.81%

    BT = 236.41%
    ET = 222.28%

    Gun fu damage average (150 times used) = 489,108,433

    How much increased
    BT_diff = BT1/BT2 = 261.41/236.41=1.11
    ET_diff = ET1/ET2 = 252.76/222.28 = 1.14

    Damage difference Gun Fu = 560,683,514/489,108,433 = 1.15

    Damage difference = ET_diff (statistics)

    Conclusion
    The Bonus Damage cap doesn't lie at 200% (if there is any), since there is 14% damage difference between non buff and buffed damage (should be around the same). Also note there is no Diminishing Return after 200%, since the damage increase is still linear. If there is a Bonus damage cap at 250%/300% someone else need to do some testing, but I think there is non.

  • Have you considered critical that is totally random?

  • WLKE4E45GCWLKE4E45GC Member, KOL

    @xManiNeko said:
    Okay I did some testing in training ground (kholdor hat is always active when you reset it). Crit damage = 400%+, Attack speed has no influence on the damage. The monsters do not have defense in training ground and my piercing debuff (imprint 2nd row SM is always active). Meaning the damage is normalized~
    BD = Bonus damage, BBD = Boss bonus damage, EBD = Elite Bonus damage, BT = Boss damage total (BD+BBD), ET = Elite damage total (BD+EBD) Number 1 is with buffs, number 2 is without buffs.
    Note: Boss/Elite bonus damage = Bonus damage but monster specific

    Overview with buffs:
    BD = 224.47%
    BBD = 36.94%
    EBD = 28.29%

    BT = 261,41%
    ET = 252.76%

    Gun fu damage average (150 times used) = 560,683,515

    Overview without buffs
    BD = 209.47%
    BBD = 26.94%
    EBD = 12.81%

    BT = 236.41%
    ET = 222.28%

    Gun fu damage average (150 times used) = 489,108,433

    How much increased
    BT_diff = BT1/BT2 = 261.41/236.41=1.11
    ET_diff = ET1/ET2 = 252.76/222.28 = 1.14

    Damage difference Gun Fu = 560,683,514/489,108,433 = 1.15

    Damage difference = ET_diff (statistics)

    Conclusion
    The Bonus Damage cap doesn't lie at 200% (if there is any), since there is 14% damage difference between non buff and buffed damage (should be around the same). Also note there is no Diminishing Return after 200%, since the damage increase is still linear. If there is a Bonus damage cap at 250%/300% someone else need to do some testing, but I think there is non.

    Did the same test in training grounds. However testing conditions were no title then equipping bonus damage title. Already had 202% then increased to 205% with title.
    Did Excalibur 100 times with no title
    Avg damage was (1,070,894,320)
    Did Excalibur 100 times with title
    Avg damage was (1,067,346,352)
    Not a noticeable difference.

    Then decreased bonus damage to 196.5% by unequipping bonus dmg artifact.
    Did same damage test. Without title 196.5%. With title 199.5%
    Did Excalibur 100 times with no title
    Avg damage was (1,034,630,928)
    Did Excalibur 100 times with title
    Avg damage was (1,064,829,776)
    Difference was about 30m.

    Conclusion: Bonus Damage cap is at 200%, since there is no noticeable difference in damage when increasing the bonus damage after 200% and a noticeable difference when increase bonus damage to 200%. Damage increase should be linear and it is non after 200%

  • xManiNekoxManiNeko Member ✭✭✭

    @WLKE4E45GC said:

    @xManiNeko said:
    Okay I did some testing in training ground (kholdor hat is always active when you reset it). Crit damage = 400%+, Attack speed has no influence on the damage. The monsters do not have defense in training ground and my piercing debuff (imprint 2nd row SM is always active). Meaning the damage is normalized~
    BD = Bonus damage, BBD = Boss bonus damage, EBD = Elite Bonus damage, BT = Boss damage total (BD+BBD), ET = Elite damage total (BD+EBD) Number 1 is with buffs, number 2 is without buffs.
    Note: Boss/Elite bonus damage = Bonus damage but monster specific

    Overview with buffs:
    BD = 224.47%
    BBD = 36.94%
    EBD = 28.29%

    BT = 261,41%
    ET = 252.76%

    Gun fu damage average (150 times used) = 560,683,515

    Overview without buffs
    BD = 209.47%
    BBD = 26.94%
    EBD = 12.81%

    BT = 236.41%
    ET = 222.28%

    Gun fu damage average (150 times used) = 489,108,433

    How much increased
    BT_diff = BT1/BT2 = 261.41/236.41=1.11
    ET_diff = ET1/ET2 = 252.76/222.28 = 1.14

    Damage difference Gun Fu = 560,683,514/489,108,433 = 1.15

    Damage difference = ET_diff (statistics)

    Conclusion
    The Bonus Damage cap doesn't lie at 200% (if there is any), since there is 14% damage difference between non buff and buffed damage (should be around the same). Also note there is no Diminishing Return after 200%, since the damage increase is still linear. If there is a Bonus damage cap at 250%/300% someone else need to do some testing, but I think there is non.

    Did the same test in training grounds. However testing conditions were no title then equipping bonus damage title. Already had 202% then increased to 205% with title.
    Did Excalibur 100 times with no title
    Avg damage was (1,070,894,320)
    Did Excalibur 100 times with title
    Avg damage was (1,067,346,352)
    Not a noticeable difference.

    Then decreased bonus damage to 196.5% by unequipping bonus dmg artifact.
    Did same damage test. Without title 196.5%. With title 199.5%
    Did Excalibur 100 times with no title
    Avg damage was (1,034,630,928)
    Did Excalibur 100 times with title
    Avg damage was (1,064,829,776)
    Difference was about 30m.

    Conclusion: Bonus Damage cap is at 200%, since there is no noticeable difference in damage when increasing the bonus damage after 200% and a noticeable difference when increase bonus damage to 200%. Damage increase should be linear and it is non after 200%

    you should have some bigger numbers than just 202-205 since it's not 3% increase of the total damage, but rather 1.5% (you don't show boss/elite, so this difference can be even lower). With the damage diff % it's 1.03%. So it's actually right and it does go pass 200%

  • WLKE4E45GCWLKE4E45GC Member, KOL
    edited March 2018

    @xManiNeko said:

    @WLKE4E45GC said:

    @xManiNeko said:
    Okay I did some testing in training ground (kholdor hat is always active when you reset it). Crit damage = 400%+, Attack speed has no influence on the damage. The monsters do not have defense in training ground and my piercing debuff (imprint 2nd row SM is always active). Meaning the damage is normalized~
    BD = Bonus damage, BBD = Boss bonus damage, EBD = Elite Bonus damage, BT = Boss damage total (BD+BBD), ET = Elite damage total (BD+EBD) Number 1 is with buffs, number 2 is without buffs.
    Note: Boss/Elite bonus damage = Bonus damage but monster specific

    Overview with buffs:
    BD = 224.47%
    BBD = 36.94%
    EBD = 28.29%

    BT = 261,41%
    ET = 252.76%

    Gun fu damage average (150 times used) = 560,683,515

    Overview without buffs
    BD = 209.47%
    BBD = 26.94%
    EBD = 12.81%

    BT = 236.41%
    ET = 222.28%

    Gun fu damage average (150 times used) = 489,108,433

    How much increased
    BT_diff = BT1/BT2 = 261.41/236.41=1.11
    ET_diff = ET1/ET2 = 252.76/222.28 = 1.14

    Damage difference Gun Fu = 560,683,514/489,108,433 = 1.15

    Damage difference = ET_diff (statistics)

    Conclusion
    The Bonus Damage cap doesn't lie at 200% (if there is any), since there is 14% damage difference between non buff and buffed damage (should be around the same). Also note there is no Diminishing Return after 200%, since the damage increase is still linear. If there is a Bonus damage cap at 250%/300% someone else need to do some testing, but I think there is non.

    Did the same test in training grounds. However testing conditions were no title then equipping bonus damage title. Already had 202% then increased to 205% with title.
    Did Excalibur 100 times with no title
    Avg damage was (1,070,894,320)
    Did Excalibur 100 times with title
    Avg damage was (1,067,346,352)
    Not a noticeable difference.

    Then decreased bonus damage to 196.5% by unequipping bonus dmg artifact.
    Did same damage test. Without title 196.5%. With title 199.5%
    Did Excalibur 100 times with no title
    Avg damage was (1,034,630,928)
    Did Excalibur 100 times with title
    Avg damage was (1,064,829,776)
    Difference was about 30m.

    Conclusion: Bonus Damage cap is at 200%, since there is no noticeable difference in damage when increasing the bonus damage after 200% and a noticeable difference when increase bonus damage to 200%. Damage increase should be linear and it is non after 200%

    you should have some bigger numbers than just 202-205 since it's not 3% increase of the total damage, but rather 1.5% (you don't show boss/elite, so this difference can be even lower). With the damage diff % it's 1.03%. So it's actually right and it does go pass 200%

    Why do I need to show boss/elite dmg if its the same in all the tests. (also tests were done on blue dummy which isnt elite or boss. Soz if i didnt mention that)
    In addition, it doesnt explain why when you are reaching 200% dmg the dmg difference is 30m compared to only 3m difference when above 200% dmg.

  • The 30mil difference is too close to each other, there is too much variance with accuracy. 100 runs isnt enough to account the sampling variance. A better test would be to stay above 200% on some runs, and then equip a Bonus dmg artifact and use its effect to do some runs. I guarantee you that you will see a big difference. Also many of players already tested it and some have data mined the game showing no bonus dmg cap in any of the versions.

  • RPN7NPCCG6RPN7NPCCG6 Member, KOL ✭✭

    @SoftWord said:
    Hi, I would to open this thread for all newbie and mid newbie (like me) that after month of play don't know anymore which are the cap of all stats. I ask to all community to help me to make this guide most complete as we can. So I start with the info that I've found:

    Actual version 65 level caps:

    Increase damage (bonus damage) %: 200
    Critical: 2088 ( 2200 or maybe 3000 for lvl 70)
    Critical rate %: 100
    Critical damage %: 400 ( lvl 70 increased to 600% )
    Attack speed %: 200
    Physical damages (slashing, piercing, crushing, etc): no cap
    Elemental damage: no cap
    Defence %: 95
    Defence reduction %: 100

    Thanks in advance.

    Bonus damage is not capped, where did you even take this from. Is it some NA myth?

    @WLKE4E45GC said:

    @xManiNeko said:
    Okay I did some testing in training ground (kholdor hat is always active when you reset it). Crit damage = 400%+, Attack speed has no influence on the damage. The monsters do not have defense in training ground and my piercing debuff (imprint 2nd row SM is always active). Meaning the damage is normalized~
    BD = Bonus damage, BBD = Boss bonus damage, EBD = Elite Bonus damage, BT = Boss damage total (BD+BBD), ET = Elite damage total (BD+EBD) Number 1 is with buffs, number 2 is without buffs.
    Note: Boss/Elite bonus damage = Bonus damage but monster specific

    Overview with buffs:
    BD = 224.47%
    BBD = 36.94%
    EBD = 28.29%

    BT = 261,41%
    ET = 252.76%

    Gun fu damage average (150 times used) = 560,683,515

    Overview without buffs
    BD = 209.47%
    BBD = 26.94%
    EBD = 12.81%

    BT = 236.41%
    ET = 222.28%

    Gun fu damage average (150 times used) = 489,108,433

    How much increased
    BT_diff = BT1/BT2 = 261.41/236.41=1.11
    ET_diff = ET1/ET2 = 252.76/222.28 = 1.14

    Damage difference Gun Fu = 560,683,514/489,108,433 = 1.15

    Damage difference = ET_diff (statistics)

    Conclusion
    The Bonus Damage cap doesn't lie at 200% (if there is any), since there is 14% damage difference between non buff and buffed damage (should be around the same). Also note there is no Diminishing Return after 200%, since the damage increase is still linear. If there is a Bonus damage cap at 250%/300% someone else need to do some testing, but I think there is non.

    Did the same test in training grounds. However testing conditions were no title then equipping bonus damage title. Already had 202% then increased to 205% with title.
    Did Excalibur 100 times with no title
    Avg damage was (1,070,894,320)
    Did Excalibur 100 times with title
    Avg damage was (1,067,346,352)
    Not a noticeable difference.

    Then decreased bonus damage to 196.5% by unequipping bonus dmg artifact.
    Did same damage test. Without title 196.5%. With title 199.5%
    Did Excalibur 100 times with no title
    Avg damage was (1,034,630,928)
    Did Excalibur 100 times with title
    Avg damage was (1,064,829,776)
    Difference was about 30m.

    Conclusion: Bonus Damage cap is at 200%, since there is no noticeable difference in damage when increasing the bonus damage after 200% and a noticeable difference when increase bonus damage to 200%. Damage increase should be linear and it is non after 200%

    3% bonus dmg is almost unnoticeable difference, relatively to 200% you already have, its like 1.5% to your total damage. You cant rly do tests with that difference, you can even get more damage with less bonus dmg because of accuracy variations, which affect your damage more than 1.5%.

  • SoftWordSoftWord Member
    edited March 2018

    I wrote only what community tell me... I've heard lot of players that cap is that on bonus damage and another time.... It isn't a cap but a DIMINISHING RETURN....

  • RPN7NPCCG6RPN7NPCCG6 Member, KOL ✭✭

    @SoftWord said:
    I wrote only what community tell me... I've heard lot of players that cap is that on bonus damage and another time.... It isn't a cap but a DIMINISHING RETURN....

    its not a cap, not a diminishing return either. It's some NA myth, noone on EU ever said anything like this, in the same time we've discovered crit dmg cap quite fast when we approached it.

  • I play in and this info come from some of top players.

    Who are you instead? You post with anonymous account...I can't trust with someone that write anonymously

  • xManiNekoxManiNeko Member ✭✭✭

    @SoftWord said:
    I wrote only what community tell me... I've heard lot of players that cap is that on bonus damage and another time.... It isn't a cap but a DIMINISHING RETURN....

    But with my results, I proved that neither is true (no cap or Diminishing return). I showed you results with around 4200 hits in total (Gun fu - the reason why I picked this skill and not Specter) so the results of that remove the issue with the fluctuation of Accuracy since it has now so many hits.

  • RPN7NPCCG6RPN7NPCCG6 Member, KOL ✭✭

    @SoftWord said:
    I play in and this info come from some of top players.

    Who are you instead? You post with anonymous account...I can't trust with someone that write anonymously

    top2 catspaw on eu server, Vallutaja. I have no idea how to change my name here.
    As ManiNeko proved in his testing, bonus damage has no cap and no diminishing return, why do you ignore his research, just wondering. He is also best shadow mage on EU, just so you know.
    In the same time your NA ppl are only smart enough to make tests with 3% bonus damage difference (which is exactly 1% difference to your total damage if you have 200% bonus damage), 3hit-skill and probably far away from accuracy cap, which varies damage lot more than 1%. Tbh at 1000-1200 accuracy it can easily be 10-20% variation just from that.

  • SpireaSpirea Member ✭✭✭
    edited March 2018

    Don't know where this false info of bonus DMG cap originated, but it was not from the top players of NA, rather, I heard it from people originating from the EU.
    Anyway, there is no bonus cap, or if there is, it is not 200%.

  • Due to lot of feedback about bonus dmg% I've removed this on guide. Thanks all 😉

  • @WLKE4E45GC said:

    @xManiNeko said:

    @WLKE4E45GC said:

    @xManiNeko said:
    Okay I did some testing in training ground (kholdor hat is always active when you reset it). Crit damage = 400%+, Attack speed has no influence on the damage. The monsters do not have defense in training ground and my piercing debuff (imprint 2nd row SM is always active). Meaning the damage is normalized~
    BD = Bonus damage, BBD = Boss bonus damage, EBD = Elite Bonus damage, BT = Boss damage total (BD+BBD), ET = Elite damage total (BD+EBD) Number 1 is with buffs, number 2 is without buffs.
    Note: Boss/Elite bonus damage = Bonus damage but monster specific

    Overview with buffs:
    BD = 224.47%
    BBD = 36.94%
    EBD = 28.29%

    BT = 261,41%
    ET = 252.76%

    Gun fu damage average (150 times used) = 560,683,515

    Overview without buffs
    BD = 209.47%
    BBD = 26.94%
    EBD = 12.81%

    BT = 236.41%
    ET = 222.28%

    Gun fu damage average (150 times used) = 489,108,433

    How much increased
    BT_diff = BT1/BT2 = 261.41/236.41=1.11
    ET_diff = ET1/ET2 = 252.76/222.28 = 1.14

    Damage difference Gun Fu = 560,683,514/489,108,433 = 1.15

    Damage difference = ET_diff (statistics)

    Conclusion
    The Bonus Damage cap doesn't lie at 200% (if there is any), since there is 14% damage difference between non buff and buffed damage (should be around the same). Also note there is no Diminishing Return after 200%, since the damage increase is still linear. If there is a Bonus damage cap at 250%/300% someone else need to do some testing, but I think there is non.

    Did the same test in training grounds. However testing conditions were no title then equipping bonus damage title. Already had 202% then increased to 205% with title.
    Did Excalibur 100 times with no title
    Avg damage was (1,070,894,320)
    Did Excalibur 100 times with title
    Avg damage was (1,067,346,352)
    Not a noticeable difference.

    Then decreased bonus damage to 196.5% by unequipping bonus dmg artifact.
    Did same damage test. Without title 196.5%. With title 199.5%
    Did Excalibur 100 times with no title
    Avg damage was (1,034,630,928)
    Did Excalibur 100 times with title
    Avg damage was (1,064,829,776)
    Difference was about 30m.

    Conclusion: Bonus Damage cap is at 200%, since there is no noticeable difference in damage when increasing the bonus damage after 200% and a noticeable difference when increase bonus damage to 200%. Damage increase should be linear and it is non after 200%

    you should have some bigger numbers than just 202-205 since it's not 3% increase of the total damage, but rather 1.5% (you don't show boss/elite, so this difference can be even lower). With the damage diff % it's 1.03%. So it's actually right and it does go pass 200%

    Why do I need to show boss/elite dmg if its the same in all the tests. (also tests were done on blue dummy which isnt elite or boss. Soz if i didnt mention that)
    In addition, it doesnt explain why when you are reaching 200% dmg the dmg difference is 30m compared to only 3m difference when above 200% dmg.

    While I don't see any reason for him to show your boss or elite stat I am not so sure about enemy type of dummies. In my experience I do similiar dmg to blue and red dummy. I have low elite dmg and high boss dmg enough that it would be noticeable. Also in the dmg log it list the strawmen as elite type monsters I was wondering if maybe you had a different experience in the dmg of both and if so its probably that red is elite and blue is not and neither are boss.

  • xManiNekoxManiNeko Member ✭✭✭

    Reds are elites, blues are normal (doesn't matter which Dummy you take, damage wise they have the same defense).

  • @xManiNeko said:
    Reds are elites, blues are normal (doesn't matter which Dummy you take, damage wise they have the same defense).

    if u have 50% more dmg to elites and u do 100mil to blue then shouldn't u do 150 mil to red or am I missing a key piece of information or logic?

  • xManiNekoxManiNeko Member ✭✭✭
    edited April 2018

    No, because elite damage or boss damage is just another form of Bonus damage, but monster specific.
    If you have 200% bonus damage, you don't suddenly have 50% more damage increase, but more like 25%.

    Also for my calculations, I just use the red dummy, with and without buffs o.o

Sign In or Register to comment.