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* In ''VideoGame/DigitalDevilSaga2'', each stack of a (de)buff is worth only half of the previous one.

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* In ''VideoGame/DigitalDevilSaga2'', ''VideoGame/DigitalDevilSaga 2'', each stack of a (de)buff is worth only half of the previous one.
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* ''VideoGame/{{Fallout}}'':

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* ''VideoGame/{{Fallout}}'':''Franchise/{{Fallout}}'':
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* ''VideoGame/ToontownCorporateClash'': The Sound gag is a HerdHittingAttack that deals a good amount of damage. Since using Sound doesn't require much strategy and players would often use solely Sound to breeze through everything in ''VideoGame/ToontownOnline'', it comes with a buff and debuff. Using Sound once will increase your damage output by 8% the next turn, but if you choose to use Sound again, your Sound is debuffed to half its regular damage for a few turns.

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Crosswicking.


* ''VideoGame/TitanQuest'': This trope is downplayed, averted, or straight-up inverted with mastery skill levels, but not usually played straight. Consequently, the game encourages repeated investment in a small number of skills to be effective rather than plinking one point everywhere.
** Most skills add a constant numerical bonus every level, which gives a smaller percentage bonus overall.
** Some skills instead have diminishing percentage bonuses. For instance, the Dream skill Psionic Immolation goes from 96 to 129 Electrical Burn damage from level 1 to level 2, which comes out to +33 or 34%. The skill goes from 494 to 544 Electrical Burn damage level 11 to level 12, or +50 or +10% damage.
** Skills like Resilience and Accelerated Regrowth lower the cooldown of its base skill by a fixed percentage each level. The result of this effect is not linear; at level 2 Accelerated Regrowth, the player can cast Regrowth approximately once every six seconds (4/3x speed). At level 5, it becomes once every four seconds (2x speed) cooldown. At level eight, once every two seconds (4x speed).



* In ''VideoGame/DigitalDevilSaga 2'', each stack of a (de)buff is worth only half of the previous one.

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* In ''VideoGame/DigitalDevilSaga 2'', ''VideoGame/DigitalDevilSaga2'', each stack of a (de)buff is worth only half of the previous one.

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* Stats in ''VideoGame/DemonsSouls'' tend to start giving diminishing returns when brought up to somewhere around level 30-50; Endurance is the most extreme, as at level 40 it outright stops giving stamina boosts.
** Its spiritual successor ''VideoGame/DarkSouls'' has a soft cap of 40, but diminishing returns really hits hard at 50, in which the only reason you want 50 in that stat is for spell requirements (such as 50 Intelligence for White Dragon Breath and 50 Faith for Sunlight Spear). The exception is Carrying Capacity, which is tied with Endurance stat; while Endurance stops giving any stamina boost after 40, increasing it beyond 40 gives you one point of carry capacity per level, that is, a flat-rate increase.
** ''VideoGame/DarkSoulsII'' both plays this straight and inverts it: ''all'' stats have diminishing returns and the soft cap is still at 40, but the points from 30-40 are worth considerably ''more'' (about 50% greater return per point) than the first thirty. Some advantages of a stat won't even show up ''at all'' below a certain value; for instance, spells won't start getting extra casts until you get attunement above 20.
** ''VideoGame/EldenRing'' continues and elaborates on this system. As the game presents far more chances to gain experience than its linear predecessors, all stats have tiers of non-linear growth. For damage-related stats, growth typically slows starting at 20, again at 50 or 55, and reaches a crawl past 80. Vigor and Mind only have two soft caps (40/60 Vig, 55/60 Min) while Endurance has one at 50. Damage scaling of spells has its own set of soft caps dependent its related stats (60/80 for Int and Fai, 30/45 Arc). While all stats can be raised to 99, doing so offers little practical benefit: returns diminish so much that the only reason to invest points in a stat after its second soft cap is to fulfill the requirements for equipping the highest tiers of weapons or spells.



* ''VideoGame/GranblueFantasy'' features the "Final Limit Break" or FLB stages for some weapons (101-200), summons (101-150) and characters (71-90 for [=SRs=] and 81-100 for [=SSRs=]), which are represented by a blue star. Not only do these levels tend to require higher amounts of Experience points to level up, but they also provide minimal stat increments per level. In order to compensate, FLB weapons gain a new subskill, FLB characters gain improved passives and skill-sets, and FLB summons gain an additional aura effect.

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* ''VideoGame/GranblueFantasy'' features the "Final Limit Break" or FLB stages for some weapons (101-200), summons (101-150) and characters (71-90 for [=SRs=] and 81-100 for [=SSRs=]), which are represented by In ''VideoGame/DigitalDevilSaga 2'', each stack of a blue star. Not (de)buff is worth only do these levels tend to require higher amounts half of Experience points to level up, but they also provide minimal stat increments per level. In order to compensate, FLB weapons gain a new subskill, FLB characters gain improved passives and skill-sets, and FLB summons gain an additional aura effect.the previous one.



* The later games in the ''VideoGame/EtrianOdyssey'' series implement this trope to reduce the effectiveness of stacking buffs and debuffs -- usually, additional stacks of a type of (de)buff will be less effective than the first.
* ''VideoGame/{{Fallout}}'':
** In ''VideoGame/Fallout2'', and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'', leveling skills to 100 is done on a 1-for-1 skill point basis. Raising it to 101 costs 2 skills points per rank. This quickly accelerates so that, by the time the skill is close to its cap at 300, it costs as many as 6 points per rank. Raising skills so high has its benefits, especially in ''Fallout 2'', where certain very high skills (such as Science and Speech) unlock special gear, quest solutions, and even party members if you're willing to specialize. Being able to blow someone's head off with a sniper rifle from across the map doesn't hurt, either, and you'll need a Small Guns above 200 to do it.
** Your damage taken in ''VideoGame/Fallout4'' is divided by approximately the ''cubic root'' of your Damage Resistance. This makes the early points very valuable (after clearing the threshold to do anything, about ~1/7 of an attack's damage; generally very easy to achieve), but subsequent points much less so — taking half as much damage requires getting about '''seven times''' as much DR. Consequently, while early game DR tends to be in the tens, PoweredArmor has to raise your DR to over a ''thousand'' to produce a noticeable effect.
* ''VideoGame/GranblueFantasy'' features the "Final Limit Break" or FLB stages for some weapons (101-200), summons (101-150) and characters (71-90 for [=SRs=] and 81-100 for [=SSRs=]), which are represented by a blue star. Not only do these levels tend to require higher amounts of Experience points to level up, but they also provide minimal stat increments per level. In order to compensate, FLB weapons gain a new subskill, FLB characters gain improved passives and skill-sets, and FLB summons gain an additional aura effect.
* The first ''VideoGame/{{Geneforge}}'' used the ''VideoGame/MightAndMagic'' version of this trope — going from 10 to 11 in a skill, for instance, does nothing, whereas going from 10 to 12 provides a bonus equivalent to going from 9 to 10. From 10 to 20, the bonuses came from even numbers only, and above 20 bonuses were only gained at 23, 26, and 29. This incidentally meant that getting one point of a skill from a quest could just mean that you'd be capable of getting a bonus if you were willing to buy another level of the skill. Later games replaced this with the ''TabletopGame/DungeonsAndDragons'' system of having higher levels cost more points — in that case, the only problem is that it encourages [[MinMaxing minmaxers]] to get their free quest-related bonuses as late in the game as possible, so as to maximize the number of skill points saved.



* The first ''VideoGame/{{Geneforge}}'' used the ''VideoGame/MightAndMagic'' version of this trope — going from 10 to 11 in a skill, for instance, does nothing, whereas going from 10 to 12 provides a bonus equivalent to going from 9 to 10. From 10 to 20, the bonuses came from even numbers only, and above 20 bonuses were only gained at 23, 26, and 29. This incidentally meant that getting one point of a skill from a quest could just mean that you'd be capable of getting a bonus if you were willing to buy another level of the skill. Later games replaced this with the ''TabletopGame/DungeonsAndDragons'' system of having higher levels cost more points — in that case, the only problem is that it encourages [[MinMaxing minmaxers]] to get their free quest-related bonuses as late in the game as possible, so as to maximize the number of skill points saved.
* Stats in ''VideoGame/DemonsSouls'' tend to start giving diminishing returns when brought up to somewhere around level 30-50; Endurance is the most extreme, as at level 40 it outright stops giving stamina boosts.
** Its spiritual successor ''VideoGame/DarkSouls'' has a soft cap of 40, but diminishing returns really hits hard at 50, in which the only reason you want 50 in that stat is for spell requirements (such as 50 Intelligence for White Dragon Breath and 50 Faith for Sunlight Spear). The exception is Carrying Capacity, which is tied with Endurance stat; while Endurance stops giving any stamina boost after 40, increasing it beyond 40 gives you one point of carry capacity per level, that is, a flat-rate increase.
** ''VideoGame/DarkSoulsII'' both plays this straight and inverts it: ''all'' stats have diminishing returns and the soft cap is still at 40, but the points from 30-40 are worth considerably ''more'' (about 50% greater return per point) than the first thirty. Some advantages of a stat won't even show up ''at all'' below a certain value; for instance, spells won't start getting extra casts until you get attunement above 20.
** ''VideoGame/EldenRing'' continues and elaborates on this system. As the game presents far more chances to gain experience than its linear predecessors, all stats have tiers of non-linear growth. For damage-related stats, growth typically slows starting at 20, again at 50 or 55, and reaches a crawl past 80. Vigor and Mind only have two soft caps (40/60 Vig, 55/60 Min) while Endurance has one at 50. Damage scaling of spells has its own set of soft caps dependent its related stats (60/80 for Int and Fai, 30/45 Arc). While all stats can be raised to 99, doing so offers little practical benefit: returns diminish so much that the only reason to invest points in a stat after its second soft cap is to fulfill the requirements for equipping the highest tiers of weapons or spells.
* ''VideoGame/{{Fallout}}'':
** In ''VideoGame/Fallout2'', and ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'', leveling skills to 100 is done on a 1-for-1 skill point basis. Raising it to 101 costs 2 skills points per rank. This quickly accelerates so that, by the time the skill is close to its cap at 300, it costs as many as 6 points per rank. Raising skills so high has its benefits, especially in ''Fallout 2'', where certain very high skills (such as Science and Speech) unlock special gear, quest solutions, and even party members if you're willing to specialize. Being able to blow someone's head off with a sniper rifle from across the map doesn't hurt, either, and you'll need a Small Guns above 200 to do it.
** Your damage taken in ''VideoGame/Fallout4'' is divided by approximately the ''cubic root'' of your Damage Resistance. This makes the early points very valuable (after clearing the threshold to do anything, about ~1/7 of an attack's damage; generally very easy to achieve), but subsequent points much less so — taking half as much damage requires getting about '''seven times''' as much DR. Consequently, while early game DR tends to be in the tens, PoweredArmor has to raise your DR to over a ''thousand'' to produce a noticeable effect.



* In ''[[VideoGame/DigitalDevilSaga Digital Devil Saga 2]]'', each stack of a (de)buff is worth only half of the previous one.
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Typo fix


** The series, in general, has long employed this trope. You increase your skills through the successful use of said skills. Each time a skill is used successfully, the skill's progression will raise a percentage. (For example, if you strike enemies with a long sword, your Blade/Long Blade/One-Handed skill will increase.) Once that progression reaches 100%, the skill will increase one point. Once you gain ten skill increases, you go up one CharacterLevel. However, the higher said skills get, the longer it takes to progress them. Essentially, it is very quick and easy to go from a total novice to adept in a particular skill, but it is much harder and takes much longer to go from that point to maxing out the skill. Additionally, skill trainers charge exponentially more gold to train you at the very highest levels. (Though will all of the series' MoneyForNothing, this can be considered trivial.) This is why it is advisable to save [[RareCandy skill books]], which raises a certain related skill by one when read until the skill is at a very high skill level. (Open your inventory and place them directly to save them for later, as picking them up directly will automatically open them for you to read.)

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** The series, in general, has long employed this trope. You increase your skills through the successful use of said skills. Each time a skill is used successfully, the skill's progression will raise a percentage. (For example, if you strike enemies with a long sword, your Blade/Long Blade/One-Handed skill will increase.) Once that progression reaches 100%, the skill will increase one point. Once you gain ten skill increases, you go up one CharacterLevel. However, the higher said skills get, the longer it takes to progress them. Essentially, it is very quick and easy to go from a total novice to adept in a particular skill, but it is much harder and takes much longer to go from that point to maxing out the skill. Additionally, skill trainers charge exponentially more gold to train you at the very highest levels. (Though will with all of the series' MoneyForNothing, this can be considered trivial.) This is why it is advisable to save [[RareCandy skill books]], which raises a certain related skill by one when read until the skill is at a very high skill level. (Open your inventory and place them directly to save them for later, as picking them up directly will automatically open them for you to read.)
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* ''VideoGame/Wizard101'' did this previously, changing all gear to no longer use percentages and change to a damage rating. They made it so 1 damage rating counted as 1 percent. However, once you reached 150 damage and tried to go up, you'd get diminishing returns. Lots of people on the forums as well as the subreddit complained about this, especially because the developers kept making gear with higher stats, yet punishing players for using them. Eventually, although the developers didn't exactly revert the change, they increased it to a much higher number at around 220 damage. This is an amount that cannot currently be reached without rare circumstances (like a quest helper increasing your damage), rare gear (certain decks exist that give up to 10% damage, but those are difficult to obtain and are impractical for normal gameplay anyway), or using real money to buy temporary elixirs that increase your damage further. It still exists in PVP environments where your damage gets reduced further than in PVE environments, and this is also the case with resistance stats. They did this because of complaints of jading (using gear with high resistance and healing abilities to prevent people from dealing damage and defeating the player while the person doing the jading is intentionally wasting the time of the person attacking them, encouraging them to either flee or run out of cards (running out of cards in a player vs player battle counts as an automatic loss to the player)).
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* ''TabletopGame/BattleTech'': The way engine mass works, there is an optimal engine size and speed for any given 'Mech mass and while deviating from this may give some benefits, dramatically over-engining results in a 'Mech with virtually no room for weapons or armor as the engine mass increases more and more with each extra point of movement added. Conversely, under-engining results in smaller and smaller weight savings for the same reason. As such, most practical 'Mechs won't deviate much more than a point of movement in either direction from this curve. The later addition of Light and XL engines shifts this curve in favor of faster designs, but doesn't actually get rid of the curve.

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* ''VideoGame/BetrayalAtClubLow'': A single side of a skill's D6 costs 2[[superscript:X]] dollars to upgrade by 1 point where X is the current value of the side. In other words, the upgrade cost keeps doubling which strongly discourages MinMaxing since opposing skill checks that roll 7 and up are nearly impossible to match normally from lack of funds, but can be faced by potentially setting up Condition Dice using other skill checks.



* ''VideoGame/GranblueFantasy'' features the "Final Limit Break" or FLB stages for some weapons (101-200), summons (101-150) and characters (71-90 for SRs and 81-100 for SSRs), which are represented by a blue star. Not only do these levels tend to require higher amounts of Experience points to level up, but they also provide minimal stat increments per level. In order to compensate, FLB weapons gain a new subskill, FLB characters gain improved passives and skill-sets, and FLB summons gain an additional aura effect.

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* ''VideoGame/GranblueFantasy'' features the "Final Limit Break" or FLB stages for some weapons (101-200), summons (101-150) and characters (71-90 for SRs [=SRs=] and 81-100 for SSRs), [=SSRs=]), which are represented by a blue star. Not only do these levels tend to require higher amounts of Experience points to level up, but they also provide minimal stat increments per level. In order to compensate, FLB weapons gain a new subskill, FLB characters gain improved passives and skill-sets, and FLB summons gain an additional aura effect.
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* This trope is why it's recommended to take breaks when exercising for long periods, especially if you're out of shape or just haven't been doing it in a while. Your body can only handle so much exertion and strain before fatigue sets in, and trying to power through will just make it worse while you gain very little. There's even a risk of hurting yourself by doing that. Taking breaks gives your body a chance to recharge and repair the tiny tears formed in your muscles, in order to rebuild them to be stronger in the future.
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* ''VideoGame/TheTreeOfLife'':
** In the mu tab, the effects for each one get softcapped and no longer give +0.01 to the power of Phosphorus based on Phosphorus, then softcapped^2 to make it even weaker until that gets removed.
** Gem effects after 1000 are weakened by x=(7+log10(x))^3.
** While each Chromosome improves the amount of Genes gained per level base slightly, making its production rise far faster with each one owned as a result, several Chromosome milestones halve Gene gain based on Chromosomes or have other negative effects. That said, other milestones can disable them.
** Chromosome effect above starting from 76 is 1.004^x*2, but above 95 x changes to (190*x-9025)^0.5 to not make that rise too quickly. Animal Milestone 32 removes the softcap, but replaces the effect formula with 1.002^x*2.66. Then it gets reduced to 1.002^x*2.605 by Chromosome Milestone 20. Eventually, the effect settles at a multiplicatory growth at 0.03*x+7.78.
** "Science is organized knowledge" effect is square-rooted above 10 because it would otherwise decrease from "I think therefore I am"'s cost base too quickly. Human Milestone 80 instead subtracts 5.5 from "[=IttIa=]"'s base while lowering "Siok"'s base to 0.009, though you still get better effects in the long run.

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