Can someone do that?
Forum > FAQ's, Player Guides and Newbie Help > Explain circle capping vs standard 8 caps on primarys
Dub J
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Most people I know that "circle cap" get their primary up and then circle cap 3 other attributes.
In a nut shell, some folks like to take attributes to their target caps one at a time to maximize the ALG gains for those attributes. However, doing that pretty much forces you to train your other attributes even when the training is less efficient (upper 30s to lower 40s, for instance). Others like to cap whatever attributes can be capped, to avoid hitting the training inefficiencies.
Like Dub J said, I tend to go as high as I plan to on my first (altho there are times I will sneak in a 1st cap of my 2nd attribute right before finishing my first), then often circle cap the rest of my attributes that are being multi-trained.
Like Dub J said, I tend to go as high as I plan to on my first (altho there are times I will sneak in a 1st cap of my 2nd attribute right before finishing my first), then often circle cap the rest of my attributes that are being multi-trained.
Dub J
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It's been debated and neither side convinced the other of anything (big surprise lol). I'm trying out both and it will be a few seasons before I find out anything.
Hagalaz
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I haven't seen anyone that has done the math argue against circle capping in the latest seasons. Hasn't that argument long since been settled in favor of circle capping after you finish your first attribute?
Originally posted by Hagalaz
I haven't seen anyone that has done the math argue against circle capping in the latest seasons. Hasn't that argument long since been settled in favor of circle capping after you finish your first attribute?
I wouldn't call it circle capping - that used to be done by taking all attributes that were important to the 48-cap, then to the 60-cap, etc.
capping off attributes after being done with the primary based on the effectiveness of training is more training based capping - obviously you don't want to train an attribute at 44, as an example
I haven't seen anyone that has done the math argue against circle capping in the latest seasons. Hasn't that argument long since been settled in favor of circle capping after you finish your first attribute?
I wouldn't call it circle capping - that used to be done by taking all attributes that were important to the 48-cap, then to the 60-cap, etc.
capping off attributes after being done with the primary based on the effectiveness of training is more training based capping - obviously you don't want to train an attribute at 44, as an example
the term Circle Capping is more a result of what happens when you make correct decisions at crossroads in the build, than a strategy on its own. 2nd cap your 2nd major, versus 1st cap your 3rd major - it all really depends on the end goals for the attributes. If the end goal for the 2nd/3rd major isn't TOO high, then you can probably just decide which to do based on which yields better training gains at the next cap, but it's rarely that simple, and often dictated by stuff like trying to cap before the decimal rolls over the softcap #'s decimal, and capping before training rollovers.
Really every decision should be looked at case-by-case unless you really are shooting for that 2nd main attribute to be a certain very high # that requires rushing it and neglecting the other mains even when their training goes bad.
Really every decision should be looked at case-by-case unless you really are shooting for that 2nd main attribute to be a certain very high # that requires rushing it and neglecting the other mains even when their training goes bad.
Edited by Pen15 on Mar 2, 2013 19:38:38
TJ Spikes
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Originally posted by wherdigo
Hmm okay any math freak figure out which works better?
it's not a matter of better or worse. circle capping will make more attributes go up, as opposed to bringing one up faster. It's all a matter of what you want to do with a build.
to use fake exaggerated numbers, a standard build would produce attributes like 90, 80, 70, 60. circle capping would be more like 75, 75, 75, 75
Hmm okay any math freak figure out which works better?
it's not a matter of better or worse. circle capping will make more attributes go up, as opposed to bringing one up faster. It's all a matter of what you want to do with a build.
to use fake exaggerated numbers, a standard build would produce attributes like 90, 80, 70, 60. circle capping would be more like 75, 75, 75, 75
Well let's see if I can make any sense here.
Training from 31-48, 52-61, 63-68, and 70-73 is no good, those are the valleys when it comes to training yield.
The benefit of capping a stat is that every point gained by alg is increases in value by one SP. Hitting as many caps as soon as possible is the name of the game, it largely doesn't matter which stat you are capping as long as it is a major.
So, if you have one stat at 50 and one stat at 33, you are better off capping the one at 33 than the one at 50 for two reasons:
1. It takes 16 SP to hit the next cap from 33 and 22 to cap from 50, which gets you an increased alg value a level or so earlier.
2. Training values are better at 50 and 49 than they are at 61 and 33.
That being said, following the rule of "always cap the closest stat" doesn't necessarily take you in a circle throughout your attributes. In the first season, you will still find that you can get you first stat to at least 77 before your second stat is ready to cap. And as you go along you will find that between training value, training progress, distance to cap, and attribute importance lead you to bounce around sometimes capping a stat twice in a row or going back and fourth between your 2nd and 3rd attribute a few times before hitting your 4rth.
"circle capping" implies a more rigid system than is really optimum.
edit: even the word "optimum" implies a more rigid build method than is required to build good dots.
Training from 31-48, 52-61, 63-68, and 70-73 is no good, those are the valleys when it comes to training yield.
The benefit of capping a stat is that every point gained by alg is increases in value by one SP. Hitting as many caps as soon as possible is the name of the game, it largely doesn't matter which stat you are capping as long as it is a major.
So, if you have one stat at 50 and one stat at 33, you are better off capping the one at 33 than the one at 50 for two reasons:
1. It takes 16 SP to hit the next cap from 33 and 22 to cap from 50, which gets you an increased alg value a level or so earlier.
2. Training values are better at 50 and 49 than they are at 61 and 33.
That being said, following the rule of "always cap the closest stat" doesn't necessarily take you in a circle throughout your attributes. In the first season, you will still find that you can get you first stat to at least 77 before your second stat is ready to cap. And as you go along you will find that between training value, training progress, distance to cap, and attribute importance lead you to bounce around sometimes capping a stat twice in a row or going back and fourth between your 2nd and 3rd attribute a few times before hitting your 4rth.
"circle capping" implies a more rigid system than is really optimum.
edit: even the word "optimum" implies a more rigid build method than is required to build good dots.
Edited by Fumanchuchu on Mar 2, 2013 22:00:30
Edited by Fumanchuchu on Mar 2, 2013 21:58:20
Originally posted by Fumanchuchu
Well let's see if I can make any sense here.
Training from 31-48, 52-61, 63-68, and 70-73 is no good, those are the valleys when it comes to training yield.
The benefit of capping a stat is that every point gained by alg is increases in value by one SP. Hitting as many caps as soon as possible is the name of the game, it largely doesn't matter which stat you are capping as long as it is a major.
So, if you have one stat at 50 and one stat at 33, you are better off capping the one at 33 than the one at 50 for two reasons:
1. It takes 16 SP to hit the next cap from 33 and 22 to cap from 50, which gets you an increased alg value a level or so earlier.
2. Training values are better at 50 and 49 than they are at 61 and 33.
That being said, following the rule of "always cap the closest stat" doesn't necessarily take you in a circle throughout your attributes. In the first season, you will still find that you can get you first stat to at least 77 before your second stat is ready to cap. And as you go along you will find that between training value, training progress, distance to cap, and attribute importance lead you to bounce around sometimes capping a stat twice in a row or going back and fourth between your 2nd and 3rd attribute a few times before hitting your 4rth.
"circle capping" implies a more rigid system than is really optimum.
edit: even the word "optimum" implies a more rigid build method than is required to build good dots.
QFAwesomeness...this is extremely well worded.
Well let's see if I can make any sense here.
Training from 31-48, 52-61, 63-68, and 70-73 is no good, those are the valleys when it comes to training yield.
The benefit of capping a stat is that every point gained by alg is increases in value by one SP. Hitting as many caps as soon as possible is the name of the game, it largely doesn't matter which stat you are capping as long as it is a major.
So, if you have one stat at 50 and one stat at 33, you are better off capping the one at 33 than the one at 50 for two reasons:
1. It takes 16 SP to hit the next cap from 33 and 22 to cap from 50, which gets you an increased alg value a level or so earlier.
2. Training values are better at 50 and 49 than they are at 61 and 33.
That being said, following the rule of "always cap the closest stat" doesn't necessarily take you in a circle throughout your attributes. In the first season, you will still find that you can get you first stat to at least 77 before your second stat is ready to cap. And as you go along you will find that between training value, training progress, distance to cap, and attribute importance lead you to bounce around sometimes capping a stat twice in a row or going back and fourth between your 2nd and 3rd attribute a few times before hitting your 4rth.
"circle capping" implies a more rigid system than is really optimum.
edit: even the word "optimum" implies a more rigid build method than is required to build good dots.
QFAwesomeness...this is extremely well worded.

Shrazkil
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Originally posted by wherdigo
Hmm okay any math freak figure out which works better?
That just comes down to utility for the dot. Mathmatically, they are extremely close in SP value. It just comes down to how extreme you need your first stat, and what other points you need to hit. I use both methods depending on the dot.
Hmm okay any math freak figure out which works better?
That just comes down to utility for the dot. Mathmatically, they are extremely close in SP value. It just comes down to how extreme you need your first stat, and what other points you need to hit. I use both methods depending on the dot.
Hagalaz
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Originally posted by Shrazkil
That just comes down to utility for the dot. Mathmatically, they are extremely close in SP value. It just comes down to how extreme you need your first stat, and what other points you need to hit. I use both methods depending on the dot.
I think current circle-capping is only done after the first attribute is over...
That just comes down to utility for the dot. Mathmatically, they are extremely close in SP value. It just comes down to how extreme you need your first stat, and what other points you need to hit. I use both methods depending on the dot.
I think current circle-capping is only done after the first attribute is over...
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