No, Blah, there being a cap on haste does not in any way indicate how defense should work. The stats work completely different. Haste is a percentual reduction of weapon delay, which means if there was no cap, you could get 100% haste, which means infinite damage per second. Everything you engaged would die instantly, no matter how much hp it had, as long as you dealt 1 damage or more per hit. There is no stat on enemies that lowers your haste rating, like there is with your effective attack rating. Because of this, haste *must* have an absolute cap somewhere in order to not make the game unplayable.
Attack/defense however, is a ratio where your value is compared to the enemy's opposite value. Attack "caps" differently on every monster in the game. Attack might cap at 50 if you fight a level 1 monster, while it could cap at 5000 if you fight a level 130 monster. If a monster has 10000 defense, you could keep boosting your attack to over 15000 and still not be near the theoretical cap. The same holds true to your other base stats. Your STR rating is compared to the target's VIT rating to determine the total damage rating of your attacks, so this stat also does not have a static cap. Same goes for your AGI rating, which is compared to the enemy's DEX rating to determine how often you get critical hits on yourself, therefore, this stat's cap is entirely dependent on what you are fighting. As long as stronger enemies keep getting added, your base stats will never cap.


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