Unknown Brother Posted June 21, 2017 Report Share Posted June 21, 2017 So, I'm mainly curious if there is any sort of diminishing returns on any of these stats. Would the the -700 AC I have for example not offer too much more than -500? I know most of this is dependent on who you're going to be fighting, but I'm mainly concerned about comfort levels. If you were going to be fighting a Shaman, you're going to want Mal saves, but at which point are you sacrificing other stats to have one through the roof. Link to comment Share on other sites More sharing options...
f0xx Posted June 21, 2017 Report Share Posted June 21, 2017 Finally an interesting thread by someone looking to improve. On hit/dam, iirc, the deminishing returns begin once you hit 30. On AC, it's 500. I am not aware of any deminishing returns on saves. That being said, I don't know the exact formulas behind the mechanisms. Link to comment Share on other sites More sharing options...
mya Posted June 21, 2017 Report Share Posted June 21, 2017 Hit/Dam - YES /Saves - zero returns /Ac - YES & NO Hitroll and damroll always had diminishing return for a long time. For example having 80 hitroll could mean you actually only have 60 (not actual value) for parry breaking computation. Saves always used the D&D saving mechanic principle.You stack svs vs all + svs the spell school and roll against it. 1 you fail, 20 you autopass. So having a huge modifier gives zero advantage as a lower one after you pass the break point, unless you get debufed by saves erroding spells. But Morlarch changed the saves system, I think it's still the same principle, but only he knows for sure. Still the recomended saves is 30 across the board. 30 vs spell + 30 specific. AC - AC didn't use to have diminishing returns. It had enhancing returns. Each point of AC always provides more returns than the last. But it was pretty hard to stack it very high. But Morlarch changed it. I can't find his post, but he said he changed so that after an value we now get diminishing returns. Like 800 ac is old 600 ac. Or something like that. Link to comment Share on other sites More sharing options...
Magick Posted June 21, 2017 Report Share Posted June 21, 2017 7 hours ago, f0xx said: On hit/dam, iirc, the deminishing returns begin once you hit 30. Last I checked, hitroll takes a hit at 25, and then again at 50. Specifically, after 25, each point is only half as effective as before and after 50 it's a third. Meaning that 31 hitroll has a real world value of 28 and 59 hitroll has an end value of 40.5 (rounded down, I believe). So Mya's loose example is closer to 47 (it's 47) than 60 for an 80 hitroll. With the March 2017 change to zerks, this is lessened for them, but to what extent I cannot say. Damroll is a bit different, and I can't remember the breakpoints for that one. Rather, it looks slightly more complicated and I haven't cared enough to translate it. There was (and I believe still is) a cap for lower levels and goes away after a time. Or the penalty gets lower as you level. Whatever. Link to comment Share on other sites More sharing options...
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