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 [GUIDE] Hard Crap = HC

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Join date : 2009-09-07
Age : 25
Location : Penang / Malaysia / GK CYBER WORLD

PostSubject: [GUIDE] Hard Crap = HC   Mon Sep 07, 2009 4:48 am

What is hardcap?

We all know there are alot of items in RYL2 that can be upgraded at the
blacksmith. Hardcap (also called phiscal cap) is the point where an
item is at its maximum value, after that point things start to get
dangerous. If you go past hardcap there is a chanse your item may
rollover. Then the stat that rolled over will be back at his original F
value. When does a stat roll over? That is what im about to explain...


How to determine hardcap
The
maximum that can be added to a stat (normal stat, non-HP/MP) is 4095.
Every stat has a base value. This is the lowest F of that stat u can
find. The hardcap for every weapon is:

4095+Base F

Take my 60 str sword for example. I'm upgrading 3 stats on it. The base F value's are:
Min dmg = 18
Crit = 0
Hit = 0

This means, my hardcapvalue's are:
4095 + 18 = 4113 Min dmg
4095 + 0 = 4095 Hit
4095 + 0 = 4095 Crit


Is
hardcap the highest a stat can reach? Well this is the interesting
part. No it is not. It IS possible to go past your hardcap. My weapon
is a perfect example. This is how it looked:

As you can see, 2
stats are awefully risky. You would say it is not possible to upgrade
this weapon one more time, because both hit and crit will rollover.
Yet, its not true.


This is how it works:
None of the
above stats have went PAST the hardcap value. All stats are possible,
all the stats are in the normal upgrading range. When a weapon is
combined, the output of it can only contain stats that are possible and
in the normal range. If a stat exceeded the hardcap value, it will
return as a default F. Because all the stats on my weapon are in the
normal range, it is possible to reset my weapon one more time. Onces
resetted, you are 100% safe. A weapon will only rollover at the combine
process.


How much can hardcap be exceeded? The maximum is
one combine. Because after your stats have exceeded the hardcap value,
they will rollover to F value's if you try to combine it. I'll show you
what I have done:


Lets place all the stats in a sheet: ------------ Before last combine: - Hardcap:
min dmg ---------- 4100 ------------ 4113
hit ----------------- 4094 ------------ 4095
crit ---------------- 4095 ------------ 4095
At
this point the combining was no problem because not one stat is PAST
the hardcap value. Yes, even crit. Because it did not exceed the
hardcap, it is at the hardcap. When its at 4096 it exceeds the hardcap
by one.

------------ After last combine: --- Hardcap:
min dmg ---------- 4134 ------------ 4113
hit ----------------- 4102 ------------ 4095
crit ---------------- 4096 ------------ 4095
As
you can see now, all 3 stats have past the hardcap value. If I try to
combine this weapon one more time all 3 will rollover to F.

So the max of a stat is:
4095+Base F+one reset

In my case my dmg would be
4095+18+34 = 4147
Yet, at that point I didnt knew it so im stuck with 4134 dmg which is good enough.

Another example
My armor's def hardcap is 4095 + base F of 1 = 4096.

Last time I've combined it was at 4089, which is NOT past hardcap so did not rollover.
After that I added full def reset is 4089+34 = 4123.
Now def DID exceed hardcap, so if I combine this armor one more time def will roll.


I hope you all understand it now, basic rules are:
1, Determine your hardcap
2. Make ur last reset as close to hardcap as possible
3. Combine it for the last time
4. Upgrade onces more and place 5 rubys, now your weapon will exceed hardcap.
5. DO NOT COMBINE ANY FURTHER, the output of the blacksmith will be an F.
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