Overview
Status Ailment Capping is a critical balancing mechanism in Sipher Odyssey that prevents status effects from becoming overpowered when applied from multiple sources. This system ensures fair gameplay by limiting how severely characters and enemies can be affected by stacked status ailments, particularly those that restrict movement or actions.
Core Capping Systems
The game implements three primary capping mechanisms:
Crowd Control Capping
Controls effects that restrict character movement or abilities:
- Crowd Control Resistance: Increases each time a crowd control effect is applied
- Resistance Formula: Current Duration × (1 - Crowd Control Resistance)
- Immunity Trigger: When resistance reaches maximum cap, grants temporary immunity
Key Parameters
- Resistance Default: Base resistance value (can't go lower)
- Resistance Max Cap: Maximum possible resistance
- Resistance Increase: Amount added per CC application
- Increase Duration: How long resistance increase lasts
- Immunity Duration: Period of complete CC immunity after reaching max cap
Stats Modification Capping
Limits how severely status effects can modify character attributes:
- Minimum Cap: Prevents stats from being reduced below a certain percentage
- Calculation Formula: New Stat = Current Stat × [1 + (Sum % mods)] × Final % modification
- Final % Modification: Product of all percentage modifiers from different sources
- Applications: Primarily for movement speed and fire rate in current implementation
Damage Over Time (DOT)
- No Capping on DOT: Multiple DOT effects from different sources apply their full damage
- Independent Processing: All DOT effects run simultaneously without restrictions
Practical Examples
Crowd Control Example
- Character with 0% CC resistance is hit by stun effect
- Resistance increases by 10% for each application
- After reaching 100% cap, character becomes immune to all CC for a set duration
- After immunity period ends, resistance resets to default value
Stats Modification Example
- Character with 500 movement speed
- Minimum movement speed cap: 30% of normal
- Multiple slowing effects (70%, 60%, 50%) would normally reduce speed to 21%
- Capping system limits reduction to 30%, resulting in 225 movement speed instead of 105
Strategic Implications
- Prevents permanent stun-locking by enemies
- Allows for easier balancing of stacking effects in gameplay
- Ensures bosses can be affected by secondary effects even when immune to primary CC
- Creates opportunity for counterplay and recovery even when under heavy status effect pressure
System Expansion
The Status Ailment Capping system is designed to be modular and expandable:
- Mode-Specific Tuning: Different game modes can adjust cap parameters
- Entity-Specific Values: Different enemies and player vessels can have unique cap values
- Difficulty Scaling: Cap values can be adjusted based on difficulty setting
[Last Updated: March 4, 2025]