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Stat Caps?Follow

#1 Aug 04 2013 at 10:04 PM Rating: Good
728 posts
I've seen a bit of talk on the subject, but nothing overly concrete. Were there caps in 1.0 and if so how did they work? Examples would be much appreciated. Is it a cap on a particular stat overall or is it per piece of gear? Do you hit a ceiling where points don't give you anything or is it a diminishing returns system?
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#2 Aug 04 2013 at 10:08 PM Rating: Good
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Some of the stuff had caps, like Magic Accuracy, but stats like INT weren't capped.
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#3 Aug 04 2013 at 10:32 PM Rating: Decent
412 posts
The caps were overall. Just like the above poster said, INT had no cap, and there were a few penta melded BLMs running around with max gil with crazy INT. The level of damage those BLMs could put out was something else. Fair, seeing as they worked (RNG) for their melds. STR varied for the different jobs that required it while their secondary stats capped faster than the STR cap. The cap varied based on the weapon used. The relic weapons had the highest cap. After you caped stats, a melee would move on to critical hit as ATT didn't really do much. Depending on the Job, that was pretty much it for the stats in 1.0.
#4 Aug 04 2013 at 11:01 PM Rating: Excellent
1,309 posts
There was evidence of the caps in the early days of 1.0. After reaching a certain amount of Vitality or Piety (or maybe it was Mind back then), your max HP or MP respectively would no longer increase until your level increased, for the most telling example. That's changed a bit over the years, however.

Technically, MMOs will always have caps on all stats if for no other reason than not letting the game break accidentally with an out-of-range value. It's just a matter of when or if you'll ever hit them within the confines of the game.

Edited, Aug 5th 2013 1:05am by Xoie
#5 Aug 04 2013 at 11:11 PM Rating: Default
436 posts
If there's any justice in this world, the stat cap will be 255.

I hope 14 doesn't allow itself to get completely out of hand with its stats. WoW's BC was a great place to be, not too much HP and dps, and not too little. 2.0 is at vanilla WoW levels, which is fine with me, and I expect them to grow a bit with future xpacs.

In WoW now my rogue has 420,000 HP, and can easily pull 100k dps. All the gear has 1000+ to all stats. That's just ridiculous, and god help us if we ever get there.
#6 Aug 05 2013 at 1:58 AM Rating: Good
421 posts
there no stats cap

i was reading up some tanking stats formula info ( )
and it seem the stats have a threshold formula of 40/41/40 ( for tanking , i AM NOT sure if it the same for all other role & stats )

check out the site to learn more about it like i am
<a href="" alt="guild hosting"><img src=""></a>
#7 Aug 05 2013 at 2:40 AM Rating: Good
1,333 posts
Because of the way that gears structured in FFXIV there really can't be stat caps because you get most (if not all) of the stats you use on all pieces of gear. i.e. what's the points of continually putting STR and VIT on tanking gear (which is pretty much every single piece) if each "cap" at 450 and your players get absolutely no benefit from the 100+ you've loaded onto their gear come maximum endgame gear?

That's also not taking into consideration Materia. The "stat caps" are related to melded gear. There are maximum you can put onto a piece of gear and that's about the only caps you'll run into.

1.0 had the double issue of not only having caps that were arbitrary but also wouldn't inform you until either you had already spent the stat points OR the gear you're using had too much and it literally sat there going to waste. When you could equip any piece of gear at any level in the beginning stat caps mad a little bit of sense (gear not having level requirements was weird and fundamentally flawed) but not much. It didn't also help that for most of 1.0's life unless you were pumping points into HP or MP you couldn't really tell a difference even after dumping over a 100 points into a stat because of how utterly messed up the stat formulas were.

Edited, Aug 5th 2013 4:47am by Viertel
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