Ability Softcaps

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  • Player Attributes cost more skill points as they get higher in value.
  • The points at which an attribute costs more points is referred to as softcaps.
  • The first softcap is reached when a player has 48.07 of a given attribute, then it costs 2 skill points to add to that attribute instead of 1.
  • Only the actual attribute without equipment counts towards the softcap.
  • The softcaps are the same for every attribute and position.

Contents

[edit] Values of Each Softcap

SP Per Attr. Min Attr. Value Max Attr. Value
1 00.00 48.06
2 48.07 60.51
3 60.52 67.97
4 67.98 73.24
5 73.25 77.28
6 77.29 80.53
7 80.54 83.25
8 83.26 85.58
9 85.59 87.60
10 87.61 89.40
11 89.41 91.01
12 91.02 92.46
13 92.47 93.79
14 93.80 95.00
15 95.01 96.13
16 96.14 97.18
17 97.19 98.15
18 98.16 99.06
19 99.07 99.92
20 99.93 100.73
21 100.74 101.50
22 101.51 102.23
23 102.24 102.92
24 102.93 103.58
25 103.59 104.21
26 104.22 104.81
27 104.82 105.39
28 105.40 105.94
29 105.95 106.47
30 106.48 106.98

NOTE: The numbers above refer only to the natural value of each attribute. Be sure to subtract equipment bonuses before doing your calculations.

NOTE: The numbers above refer to the value of the attribute prior to the application of Skill Points. for example, if a skill is at 48.07 it takes 2 Skill Points to raise it to 49.07... but if it's at 48.06, it only takes 1SP to go to 49.06.

[edit] Formulas

function: e^(.0003^(x^2)) <-- where (x) is the current skill level
excel: =INT(EXP(.0003*POWER(x,2))) <-- where (x) is a cell reference to the current skill level.
javascript: var cost = parseInt(Math.exp(.0003 * Math.pow(current_total_value, 2)));

[edit] Strategies for Softcaps

[edit] Reaching Softcaps

Whenever a player goes up a level they automatically gain attribute points, which are split between major and minor attributes. Major and minor attributes vary per position.

It is common to use the Skill Points value of an attribute increase to determine its value. Any attribute that is over the first softcap receives the same attribute boost as one under the softcap. This means its value in terms of Skill Points has doubled. Because of the benefits of the automatic attribute points that are on softcapped attributes, a common strategy is to reach softcaps as quickly as possible on important major attributes.

This is part of a slow build strategy.

[edit] Equipment

Equipment adds attribute points without regard to softcap levels. Equipment is a way to get a "cheap" increase of an attribute that normally would require a great deal of skill points to increase.

For example, take the case of two players each had 60 Speed and 40 Agility. Player A buys a +4 piece of equipment on Speed. Player B buys a +4 piece of equipment on Agility. If they wanted to have identical builds, Player A would only need to spend 4 Skill Points to match Player B's Agility. However, Player B would need to spend 11 Skill Points to match Player A's Speed (it costs 2 Skill Points to go from 60 to 61, then 3 Skill Points for each +1 increase from 61 to 64).

It is always more beneficial to spend Equipment on the highest capped attributes, and use Skill Points on the lower attributes.

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