Limits

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Revision as of 07:12, 2 February 2009 by imported>Corebreach (PvE Stealth caps at level 32, not 50)
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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

Arachnos Widow, Arachnos Soldier

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%.


Status Effect Resistance

Maximum

Players and critters have maximum status effect Resistances of +100%, which cuts duration to 1/2 of normal.

Minimum

Players and critters apparently have hard minimum status effect Resistances of -300%. There are very few powers in the game that debuff status effect Resistances, however. This is good, since the game's formulas produce infinite status durations at -100% Resistance and negative durations below that.


Status Effect Protection

There is essentially no upper limit to how much magnitude protection a player or critter can have to Status Effects.


Damage Buffs

Maximum

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

Archetype Maximum Damage
Brute 850%
Blaster, Corruptor,
Scrapper, Stalker
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%.


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

Maximum total Regeneration for players depends on Archetype and (sometimes) level.

Archetype Regeneration
Scrapper, Stalker 2,200% at level 1 – 3,000% at level 20+
Brute, Tanker 2,100% at level 1 – 2,500% at level 20+
all others 2,000%


Maximum total Regeneration for critters depends on rank and (sometimes) level.

Critter Rank Regeneration
Minion 506.64% at level 1 – 884.20% at level 10+
Lieutenant, Sniper 1,900% at level 1 – 1,500% at level 20+ (yes, it decreases)
Boss, Elite Boss, AV/Hero, Giant Monster 2,000%

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

Maximum Recovery Rate depends on archetype. Numbers were tested using the ingame "Real Numbers"

Archetype Recovery
Controller, Dominator, Mastermind 12.51% / second (750% of base)
Defender 10.42% / second (625% of base)
All Others 8.34% / second (500% of base)

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.

Stealth and Perception

Base Perception for all players is 500 feet. Base PvP Stealth and PvE Stealth are 0.

Maximum

Maximum total Stealth and Perception for players depend mainly on level, with Stalkers having higher Stealth caps.

Attribute PvP Maximum PvE Maximum
Stalker Stealth 480 at level 1 – 1143 at level 50 49.5 at level 1 – 300 at level 32+
VEAT Stealth 440 at level 1 – 852 at level 49 47.25 at level 1 – ?
other ATs Stealth 400 at level 1 – 571.5 at level 50 45 at level 1 – 200 at level 32+
VEAT Perception 499.8 at level 1 – 1260.6 at level 49
all other ATs, Perception 490 at level 1 – 1153 at level 50

Minimum

Players have a minimum Perception of 0 and a minimum Stealth of -180.

Hit Points

See the Hit Points article.

Influence/Infamy

A character's inventory for influence/infamy is capped at 2 billion. It will continue to be earned after that point, but it won't be added to your inventory. (Thus, you can continue making progress towards the inf badges even if you don't have room for it.)

Aggro

The aggro cap for a single character is 17 enemies. A character can get the attention of others, but only by shedding the aggro of one of their current enemies, either by defeat or by extension: attacking a non-aggroed enemy will release one of the currently-aggroed enemies from the character's aggro list. A character with pets can aggro more than 17 enemies, since the pets have their own aggro list (the limit is unknown at this time).

Sources