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Capped stats

tractor53

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Hey,

I’ve been thinking about something that doesn’t really make sense to me. Why is armor capped in this game when so many other stats like damage, vitality, stability, endurance, claws, rage, cold, recovery, perforation, range, strength, and so on are not?

It just feels inconsistent. If all those other attributes can scale freely depending on your imp/tech set with clothes, why should armor be the only one that’s limited? I get that balance matters, but capping just one defensive stat while letting offensive ones grow indefinitely seems kind of unfair it takes away from the whole point of building a high defense setup. Why should we be forced to rely only on a vitality set to stay tanky, while vulnerability from weapons and dinos (Centro and Gatling) just eats through it anyway?

In my opinion, armor shouldn’t be capped at all. It should scale just like the other stats do. If someone wants to fully commit to a defense focused build, they should be rewarded for that and be not held back by an arbitrary limit.
 

Alewx

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Maybe there is a possible issue due to translation, but there is no actual hard cap for armor.
 

tractor53

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I tested it, and you’re right, there’s no hard cap on armor. However, there seems to be a percentage-based limit, which doesn’t make much sense. With 4x Q10 armor clothes + Q7 armor + Q4 armor and a shield implant (without the armor implant), I block 1768 damage from a Supreme Burning Colt at level 55 with level 55 damage tech. But when I equipped the armor implant as well, I only blocked an additional 400 damage, even though the implant gave me 1820 extra armor, while my clothes provided 1645 armor = that’s a total of 3465 armor.
So in the end, with the armor implant and clothes combined, I was only blocking around 2100 incoming damage, which is almost the same amount as the clothes alone. (in each test, a shield implant was equipped, which I forgot to remove, but the final percentage values would be the same with different numbers)
 
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