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8/27/2009 8:03:36 AM
beneviolent
beneviolent
Posts 9
Notably absent in the documentation, it is probably a good thing to spotlight some important game information.

This topic is caps, maximum caps, limited by the game engine.

Max Attribute: 50
Max BAB: 30
Max AB: 20
Max Universal Save bonus: +20
Max Dodge Bonus: +20
Max Skill ability: 50
Max Skill bonuses: +50
Max Skill (total): 100


Please share others as this information can benefit all of us.
TYIA
bene
edited by beneviolent on 10/8/2009

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8/27/2009 1:42:36 PM
sly_1
sly_1
Posts 68
Max dodge ac +20
max ac, deflection, natural = 20 (iirc)

Regarding dodge ac: bear in mind that a lot of ac bonuses are "dodge" ac. divine shield, bard inspiration, bonuses from Kaedrins prc hak, spells like recitation, etc. A lot of times this fools players into thinking their ac is higher than it really is: the character sheet often displays really high ac's, but in actuality the build might have hit the +20 dodge cap a while ago. This often effects divine shield builds on high magic mods like RoT.
8/28/2009 10:47:45 PM
Plaxy186
Plaxy186
Posts 103
Hell forge Max skill is +3
And elemental resist is 15

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9/19/2009 3:24:39 PM
xanswift
xanswift
Posts 2
How does the monk's AC bonuses figure in? Are they counted as dodge bonuses or something else?
9/19/2009 5:17:11 PM
DarkAbsolution
DarkAbsolution
Posts 56
xanswift wrote:
How does the monk's AC bonuses figure in? Are they counted as dodge bonuses or something else?


AFAIK, it's counted as a dodge/dex style bonus to your AC, but the amount does NOT count towards the +20 Dodge Cap, as it's an internal game-engine calculation.
9/20/2009 4:15:17 AM
JSF633
JSF633
Posts 77
xanswift wrote:
How does the monk's AC bonuses figure in? Are they counted as dodge bonuses or something else?


Atually monk's AC bonuses (wisdom modifier and +1AC every five levels) are considered innate AC so you always keep it, contrary to dex/dodge AC. They stack with other "innate" AC (yuanti +1 natural AC).

My contribution to the cap thread:


Max Skill: 100

Max Skill BONUS: 50 (stacking bonuses coming from items or spells)
edited by JSF633 on 9/20/2009

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9/20/2009 4:22:57 AM
Thorsson
Thorsson
Posts 116
"Max Skill Bonus 50". That may be misleading as it's possible to get over 83 skill. Some things clearly don't contribute to that cap.
9/20/2009 4:27:45 AM
JSF633
JSF633
Posts 77
Better now?

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To act without understanding could lead to the very thing the act seeks to avoid.
9/23/2009 2:05:21 PM
Plaxy186
Plaxy186
Posts 103
You don't even need to hit the max skill bonus to reach 100 simple math 33 +20 (max Attribute bonus)= 53 + 13 Focus skill bonus =66 To any one possible skill, some skills like perform can get other bonus from Backround and Artist if took both that would be +3 =69 Meaning to reach skill 100 in a focused skill all you need is between 30 - 34 bonus skill points from Items and spells.
edited by Plaxy186 on 9/23/2009

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Patriarch of Chaplains in Knights Hospitaller
9/25/2009 4:46:37 PM
HmmHmm
HmmHmm
Posts 34
What are the max stat bonuses you can get from items on this server? I.E. +10 STR belts, +12 DEX gloves, etc.

I know what the max stat bonuses are capped at by the NWN2 engine, but I wanted to know what the max stat boosting items you could find in RoT are.
9/25/2009 11:44:46 PM
sly_1
sly_1
Posts 68
you can get +10 ability enhancement at the epic forge. There are a few +12 ability items on boss drops, but finding those is part of the fun
9/26/2009 1:57:00 AM
DarkAbsolution
DarkAbsolution
Posts 56
sly_1 wrote:
you can get +10 ability enhancement at the epic forge. There are a few +12 ability items on boss drops, but finding those is part of the fun


The Epic Forge offers +8 Ability enhancement (found in Ch8 area)
The Hell Forge offers +10 Ability enhancement (found in Ch 11 area)
10/8/2009 9:27:38 AM
mr_tangerine
mr_tangerine
Posts 24
Wasn't Ashkult's hammer (and other high-end boss drops) recently downgraded to only +12AB?

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10/19/2009 2:46:03 PM
HmmHmm
HmmHmm
Posts 34
Here's something interesting: it appears TWF/Rapid Shot/Flurry adds to the AB cap of 20.

Ex)
Kaz has a non-cappable AB of 48 - 2 from TWF = 46
Kaz has a cappable AB buffed of 22, should be capped at 20

46 + 22 = 68, but I should be capped at 66. Combat logs show 68.

If you have any game engine negative AB modifiers, it appears you can exceed the AB cap to compensate. If this were true, you could exceed the AB cap to compensate for things like Kaze TWF + Flurry, Monkey Grip + Tower Shield, etc.

Anyone else notice this? This is news to me O_O
10/19/2009 3:05:18 PM
JSF633
JSF633
Posts 77
That doesn't sound right. Could you please post more info? A break down of you BAB + AB modifiers, for example.

As far as I know, the engine applies all the natural penalties (TWF, monkey grip, ...) to the BAB directly in the begining of the round and from there simply adds possible weapon focus bonuses, class AB bonuses and, in the end, the magical AB bonuses.


Edit: Just a thought... at what attack roll were you looking in the combat log? The bonus attack granted by Haste effects provides the attack roll not only at maximum BAB but even without penalties applied. Monk's flurry of blows is kinda bugged as well, adding one (or two) extra attack in the end of the round.
edited by JSF633 on 10/19/2009

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To act without understanding could lead to the very thing the act seeks to avoid.
10/19/2009 4:24:32 PM
HmmHmm
HmmHmm
Posts 34
EDIT: Just tested this again. Sorry, I must have misread my combat logs or something. I am indeed getting 66 AB, which means I'm properly capped and TWF is working as it should.

My apologies!
edited by HmmHmm on 10/19/2009
10/20/2009 3:39:44 PM
Harlech
Harlech
Posts 59
2 Questions:

If you have an items that has a minus to a stat (say -10) are you able to offset this with a +10 con for a net zero sum gain? Or does that count against your cap.

Second question:

My dual wield character appears to be capped @ +5 damage ith his off hand, no matter the weapon held. ie, "1d6 + 5" No matter the bonus, +5, +8, +11 doesn't seem to matter any. All of the adds at the bottom (damage bonsues etc) seem to add, but the damage bonus from the offhand weapon appears capped.

Thanks

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10/20/2009 4:15:29 PM
HmmHmm
HmmHmm
Posts 34
1) You can cancel out negative stat modifiers using positive stat modifiers, yes. As far as counting against the cap, it shouldn't but I'm not positive.

2) The "1d6+5" is merely weapon damage + (0.5 x STR score for offhand) + any weapon specializations you have. If you have a +8 rapier for example, the +8 will be reflected below it as "8 Piercing Damage".
2/11/2010 6:13:25 PM
Wanderer
Wanderer
Posts 26
beneviolent wrote:
MAX CAPS within RoT
updated for RoT 1.5... Correct where I get it wrong


Max Attribute Enchanctment
Mick's Forge: +3 (found in town)
Epic Forge: +4 (found in Blood Sands)
Hell Forge: +5 (found in Ch7/8 area - right of bridge to Bronze Citadel)

Max Weapon Enchantment
Mick's Forge: +3
Epic Forge: +4
Hell Forge: +5

Max AC Enchantment
Mick's Forge: +2
Epic Forge: +4 ???
Hell Forge: +5

Max Skill Enchantment
Mick's Forge: +1
Epic Forge: +1
Hell Forge: +1
only 2 skills

Max AB bonus
Mick's Forge: +4 ???
Epic Forge: +5
Hell Forge: +8



edited by beneviolent on 10/7/2009
edited by beneviolent on 10/8/2009


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