2 Likes/2 Replies/149 ViewsOriginal poster BJgobbleDix 52 posts
Here is a video proving that the "Attack" Stat (the most popular stat utilized for damage on many perks), is hard capped at 30 points above the BASE value of the weapon -- in the case of my Surtur Sword in this video, that's 131. I cannot increase past 161 Attack and it shows because my first initial strike will not exceed beyond 57 damage unless armor is already shaved off (the Defense bar above an enemies HP bar) or for some other buggy reason lol. But I tested this thoroughly with a handful of weapons (originally with Spears) and it stays very consistent with very little variance.
NOTE: The Skill Perk that increases Attack for every Adrenaline Slot filled (Adrenaline Fiend) counts towards this limit! That means, with 4 slots filled, you are at +15 Attack Points and ONLY have 15 more to work with. This also means Helix weapons such as Surtur Sword and Sinner Skull will not utilize it's full potential EVER! More importantly, any perk that exceeds 15 points while Adrenaline Fiend is Active will not gain full potential! I have not noticed any hard caps to any other stats. But in the case of these two weapons, I am losing 55 points of Attack (should be 216) which is 35% lost!!! This actually means that Sinner Skull that can get to +40 is completely broken since it cannot even use 10 of those points EVER even if Adrenaline Fiend is shut off.
Before continuing: my first strike at 146 Attack (max Adrenaline Fiend) deals 53 damage (again tested many times and stayed consistent). At 131, it deals 46 Damage. And as mentioned, I cannot exceed 161 and this caps me at 57 for the first strike when it should be at an Attack of 216---This is 35% of Attack value lost and if I were to estimate, probably about 25 points of damage IF it runs linear.
ALSO, most perks that have stacks (such as Mentor Set, Sinner Skull, Niflheim armor set, etc...), these perks will NOT refresh their timers when at Max Stacks if proc'd again. This means if you have finally gotten to the 5th stack of Mentor set for max stat potential, any subsequent Critical hits for the next 35 seconds will not refresh the timer. Thus, after 35 seconds, your 5 stacks will fall off no matter what and you have to start over! Niflheim set has this quite rough because it only lasts 20 seconds and requires Kills to stack up. I think this maybe a bug but if not, it's a pretty major weakness to a lot of these perks so keep that in mind when creating builds.
P.S. - Circle Runes (such as +4.0 Attack) DO NOT count towards this cap limit! meaning I could get my Attack past 161 with circle runes
Original poster BJgobbleDix 52 posts
Wouldn't mind a Ubisoft rep to respond to this. Its honestly very annoying that there is gear with perks that offer high Attack values and its going to waste. I'm hoping this is just a bug and not intended. The Hels Damnation greatsword and Sinner Skull flail literally revolve around this stat yet neither can even remotely reach full potential due to Adrenaline Fiend and even other perks being involved. Hell, Sinner Skull can't even use 25% of its perk's potential....EVER! And both are Helix weapons....