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Thread: Question on skill caps.

  1. #1

    Question on skill caps.

    Can someone list the different levels of skill caps? Im mainly interested in when they start taking effect (for example, it was around 85 for the level 100 cap). I'd like to see a complete listing all the way to 200. Would also like to see the different Titles associated with the Doctor Profession.

    Ive searched on here, but haven't had much luck finding any information.

    Thanks!

    Mediccus
    Level 111 Doctor
    OTA

  2. #2
    Skill caps for green skills are around these levels 13,45,82 and 162

    Not exact numbers.
    Azzazzimon
    ICQ: 419860

    Clan Apocalypse - The guild for models

    Account closed.

  3. #3

  4. #4

  5. #5

    11 here

    11 here (engi) dunno if they are class specific, if anyone ha received any information similar to this I'm intereste as well.

  6. #6

    Here they are:...

    The skill cap of any particular skill is based on it's IPIV (IP Increment Value). This value can be determined by looking at how much the skill's IP costs increase with each skill point you raise it (or dividing the initial cost by 5).
    • Example: If Pistol costs 10 to raise the skill by 1 point, then 12 for the next, then 14 and 16 thereafter, then it's IPIV is 2.0.

    You can view the entire list of all IPIVs for all professions here.

    The skill caps for such IPIV are:

    IPIV/Title_Level
    ------------2--------3-------4-------5-------6--------7
    1.0+......65......210.....365.....500.....565..... 610
    1.5+......58......189.....329.....450.....508..... 595
    3.0+......52......168.....292.....400.....452..... 488
    3.5+......49......157.....158.....375.....424..... 457
    4.0+<I didn't know blue could get this dark>
    5.0 <Don't even think of doing it. (NT Only)>

    Take into consideration that this does not include stat bonuses (aka 'dribble down effect'). These are all approximated, since I cannot figure out if the game rounds or truncates when calculating stat bonuses.

    At maxed skill for title level 7 (L200), including full implants and stat bonuses for solitus with maxed stats, you would have:
    610 + 207 + 140 = 857 base skill for any particular green skill (such as MA/Bow for an MA).

    As for stat bonuses, it's based (to my knowledge) on "Total_Dependency_Value / 4".
    • Example: If you have 200 INT, you will get 50 skill points added to Computer Literacy because it is 100% dependent on INT {200/4=50}.
    • Example: If you have 400 STR, 412 AGI and 403 STA then you will get a 101 bonus to your Run Speed because it is 20% dependent on STR, 40% dependent on AGI, and 40% dependent on STA {(400*0.2 + 412*0.4 + 403*0.4)/4 = 101.5}.


    There ya go, as easily formatted as I can get it. Enjoy. =)
    Valvoline of Rubi-Ka1
    "Irony is a morbid humor"
    "What the American Public doesn't know, is what makes them the American Public"

  7. #7
    You got it wrong somewhere in that table. It's more like this:

    Code:
    IPIV\TL		1	2	3	4	5	6
    1.0-1.4		65	195	355	485	545	595
    1.5-2.4		50	175	325	445	495	535
    2.5-3.4		45	155	295	405	445	475
    3.5-4.4		40	135	265	365	395	415
    4.5+		35	115	235	325	345	355
    Also, QL 200 implants with all 3 clusters give +210.

  8. #8
    Nice table, Krneki (how did you make that?).
    Yeah, I made an error or two in the table as I didn't max each and every skill to find out. This data was sampled from the players with their calculated stats. Most I feel are fairly accurate, but I'm not too sure about the '3.0+'-section.

    Some of your numbers look a little...low. Did you include the initial value of the stat as I did?

    Anyways, as long as the information comes to light, that's all that matters. Hehe.
    Valvoline of Rubi-Ka1
    "Irony is a morbid humor"
    "What the American Public doesn't know, is what makes them the American Public"

  9. #9
    It's a table of points you can raise, so it does not include the 4-5 points you get when you start at lvl 1.

    p.s.: use the [CODE)<coded text>(/CODE]

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