Limits

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Revision as of 18:46, 15 June 2007 by imported>Corebreach (historical) (add source)
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Overview

Several player and critter characteristics are restricted to certain limits. Buffs or debuffs beyond those points produce no additional effects, although they will work to offset later powers trying to apply the opposite effect.


Damage Resistance

Maximum

Maximum total Resistance for players is different for each Archetype.

Archetype Maximum Resistance
Tanker, Brute 90%
Peacebringer, Warshade 85%
all others 75%

Most critters have a maximum Resistance of 90%. The following are exceptions and have a maximum of 100%:

Minimum

Players and critters have a minimum Resistance of -300%.


Damage Buffs

Maximum

Maximum total Damage for players depends on Archetype and (usually) level.

Archetype Maximum Damage
Brute 850%
Blaster, Scrapper 210% at level 1 – 500% at level 21+
all others 200% at level 1 – 400% at level 21+

Notes:

  1. Attacks do 100% damage to start with (i.e. base, or 1x normal), not 0%. The amount of Damage bonus needed to reach the cap is 100 less than the cap itself.
  2. These maximums apply only to effects that increase the amount of damage an attack delivers. Reductions to an enemy's Resistances can cause that enemy to suffer damage beyond these maximums. So can effects that cause attacks to deliver damage more than once, such as Containment, Scourge, and Critical Hit.

Minimum

Players and critters have a minimum damage of 10%.


Defense/ToHit

This section is largely academic. No attack can have less than a 5% or more than a 95% chance of hitting. So although there are limits to how far a player's or critter's ToHit and Defense can be adjusted, these adjustments almost always drive the final chance of hitting to one of its own limits before the cap on total buffs/debuffs is reached.

Maximum Defense

Maximum total Defense for players depends on Archetype and level.

Archetype Maximum Defense
Brute, Tanker +100.43% at level 1 – +225.05% at level 21+
Peacebringer, Scrapper, Stalker, Warshade +97.76% at level 1 – +200.38% at level 21+
Blaster, Controller, Corruptor, Defender, Dominator, Mastermind +95.00% at level 1 – +175.00% at level 21+

Maximum total Defense for critters depends on rank and level.

Critter Rank Maximum Defense
Minion +24.06% at level 1 – +77.37% at level 21+
Lieutenant, Sniper +90.25% at level 1 – +131.25% at level 21+
Boss, Elite Boss, AV/Hero, Pet +95.00% at level 1 – +175.00% at level 21+

Minimum Defense

Players and critters have a minimum Defense of -100%.

Maximum ToHit

All players and critters have a maximum ToHit that varies from +95% at level 1 to +200.35% at level 50 (and, for critters, up to +211.10% at level 55). Counting against these maximums, however, is the innate +75% that all players get and the +50% that all critters get as part of the game's internal basic attack mechanics.

Minimum ToHit

Players and critters have a minimum ToHit of -100%.


Magnitude Protection

There is no practical upper limit to how much magnitude protection a player or critter can have to status effects.


Recharge Rate

Maximum

Players and critters have a maximum recharge rate bonus of +400%, which cuts recharge time to 1/5th of normal.

Minimum

Players and critters have a maximum recharge rate penalty of -75%, which increases recharge time to 4x normal.


Movement Speed

Maximum

There are hard limits to maximum run, flight, and jump speeds. See Travel Powers for more info.

Minimum

Players and critters have maximum run, flight, and jumpspeed penalties of -90%.


Health Regeneration

Maximum

Players have a maximum Regeneration of somewhere between 2,000% and 3,000% depending on Archetype.

Minimum

Players and critters have a minimum Regeneration of 0%. It is not possible to cause something to lose health by debuffing its Regeneration to a negative value.


Endurance Recovery

Maximum

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Minimum

Players and critters have a minimum Recovery of 0%. It is not possible to cause something to lose endurance by debuffing its Recovery to a negative value.


Sources