History Main / AbsurdlyHighLevelCap

3rd Jan '17 7:35:27 AM TheSinful
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* In ''VideoGame/TheLegendOfDragoon'', the level cap is 60 but virtually all leveling up will come from fighting bosses so you will be 40-42 by the time you reach the FinalBoss. While difficult at the intended level, if you actually spend the insane amount of time it will take to reach 60, you'll probably kill the FinalBoss in 3-5 turns.
22nd Dec '16 4:33:12 AM Gosicrystal
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** The other AbsurdlyHighLevelCap is in weapon levels. Getting the final Weapon Orbs is either done through a [[GoodBadBugs glitch]] or [[RandomDrops randomly dropping in treasure chests in the final dungeon]], and they may end up LostForever. Even then, grinding for those last few weapon levels is fairly pointless. The charged attacks past level five are AwesomeButImpractical, since in the time it takes you to charge any higher, you'll have not only hit the damage cap, but could spam the lower-level attacks much faster for greater overall damage.

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** The other AbsurdlyHighLevelCap is in weapon levels. Getting the final Weapon Orbs is either done through a [[GoodBadBugs glitch]] or [[RandomDrops randomly dropping in treasure chests in the final dungeon]], and they may end up LostForever.[[PermanentlyMissableContent lost forever]]. Even then, grinding for those last few weapon levels is fairly pointless. The charged attacks past level five are AwesomeButImpractical, since in the time it takes you to charge any higher, you'll have not only hit the damage cap, but could spam the lower-level attacks much faster for greater overall damage.
7th Dec '16 5:48:04 PM ironcommando
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* ''VideoGame/ClickerHeroes'' is a game built on exponentiation, so the level caps are only limited by the natural limitations of the underlying data type. The original implementation of the game used floating-point numbers, which meant that Heroes had an effective level cap of 4,100. For reference, the highest upgrade a Hero normally attains is around level 100. As long as the player has enough money, he or she can keep upgrading a character. However, due to the game's use of DiminishingReturnsForBalance applied to damage vs. cost, it becomes increasingly impractical to level heroes. When the developers switched to bignums, the level cap was essentially removed completely.

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* ''VideoGame/ClickerHeroes'' is Clicker {{Idle Game}}s in general have a game theoretically infinite level cap thanks to being built on exponentiation, so and as such both the player as well as enemies have no limit. As such, the level caps are only limited by the natural limitations of the underlying data type. The Most of them however have a DiminishingReturnsForBalance applied to damage vs. cost, making it more and more impractical to level up heroes/buy more production units.
* As one of the clicker games, the
original implementation of the game ''VideoGame/ClickerHeroes'' used floating-point numbers, which meant that Heroes had an effective level cap of 4,100. For reference, the highest upgrade a Hero normally attains is around level 100. As long as the player has enough money, he or she can keep upgrading a character. However, due to the game's use of DiminishingReturnsForBalance applied to damage vs. cost, it becomes increasingly impractical to level heroes. When the developers switched to bignums, the level cap was essentially removed completely.
16th Nov '16 3:56:31 PM Origin
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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually '''un'''capped themselves due to the pills snatching away a bit of XP every time...

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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level after hitting the low-nineties was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually '''un'''capped themselves due to the pills snatching away a bit of XP every time...
16th Nov '16 3:55:44 PM Origin
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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually ''UNcapped'' themselves due to the pills snatching away a bit of XP every time...

to:

** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually ''UNcapped'' '''un'''capped themselves due to the pills snatching away a bit of XP every time...
16th Nov '16 3:55:15 PM Origin
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** For the classes which had caps of 100 in certain skills (everyone except the Private Eye class), the amount of experience required to gain one level was in eight or nine figures. In a heavily PvP-focused game, this meant a lot of grinding of the highest-level areas, usually in groups. The grind was, however, exacerbated if a player made the decision to respec from one discipline into another (for instance, a Spy wanting to quit using rifles in favour of pistols). In addition to having to buy specific "Loss-of-Memory" (referred to as LOM) pills for the subskill they wished to remove the skill points ''from'', the pills themselves only removed the points five at a time ''and'' incurred the game's "Synaptic Impairment" effect (the only way to get a stronger degree of the SI than the LOM pills is ''dying''). This meant that there was a few minutes wait before the player could pop the next pill, meaning that respeccing a high-level character literally took hours to do. Add this to the fact that a fully-capped character usually ''UNcapped'' themselves due to the pills snatching away a bit of XP every time...
16th Nov '16 3:44:00 PM Origin
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* In both ''Neocron'' and its expansion/sequel didn't even have levels in the traditional sense. The two numbers which denoted a player's average power (expressed as '''X/Y''') was dependent on multiple factors, such as the currently equipped weapon (influencing X) and the amount of levels a character had obtained in the five skills (Strength, Constitution, PSI Power, Intelligence and Dexterity, influencing Y to some extent). However, despite the four classes having varying caps for each of these, the total amount of levels spread across them all amounted to an identical 300.

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* In both ''Neocron'' and its expansion/sequel didn't even have levels in the traditional sense. The two numbers which denoted a player's average power (expressed as '''X/Y''') was dependent on multiple factors, such as the currently equipped weapon (influencing X) and the amount of levels a character had obtained in the five skills (Strength, Constitution, PSI Power, Intelligence and Dexterity, influencing Y to some extent). However, despite the four classes having varying caps for each of these, the total amount of levels spread across them all amounted to an identical 300.
16th Nov '16 3:43:35 PM Origin
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* In both ''Neocron'' and its expansion/sequel didn't even have levels in the traditional sense. The two numbers which denoted a player's average power (expressed as '''X/Y''') was dependent on multiple factors, such as the currently equipped weapon (influencing X) and the amount of levels a character had obtained in the five skills (Strength, Constitution, PSI Power, Intelligence and Dexterity, influencing Y to some extent). However, despite the four classes having varying caps for each of these, the total amount of levels spread across them all amounted to an identical 300.
13th Oct '16 2:15:58 PM lluewhyn
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***Unlike most others on this list, however, it actually becomes ''easier'' to gain levels, as the XP amount between levels is static at that point, even though you're dealing more damage and taking less in return. However, since 98% of the entire game is grind, it's all a matter of whether you even want to bother grinding more than you have to.


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***This could also be said about certain classes before 4th Edition. Due to LinearWarriorsQuadraticWizards, players of Wizards and similar classes had to put up with being very weak in comparison to other classes until at least level 5 or so. Once it got into the teens, Fighters and Rogues might as well stay at home. Like in racial caps, this meant that a lot of short-lived campaigns meant that wizards never got rewarded for sticking it out through the low levels, whereas longer-lived and/or high-level campaigns saw non-magical classes become obsolete. 4th Edition's solution to solve all of this was to make most classes nearly identical.....which did not go over well. 5th Edition's solution was to smooth out wizards and other casters so they were more powerful at lower levels and not so over-powered at higher levels, mostly by fixing the effects of spells at a medium power level(unless using a higher slot). This has generally worked much better, but YMMV whether it really makes higher-level play in the teens still feel like a natural level progression without an unofficial "cap".
13th Oct '16 10:41:28 AM Skargoth
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