Originally Posted by Ilmoran
I was thinking more about this, and I realized something: I can understand the logic behind 60% for a single attribute, and how allowing over that amount would unbalance things and require a possible revamp of the caps/etc. However, starting with Tier 3, your attribute bonuses in crafting get split apart automatically, and presumably neither 1 (even before the patch) is more than 60% of the items points. In this case, I don't see the necessity to change the items. If one level 50 item gave 75 dex as it's 60% of total item points and 300 hp for the remainder, and another gave 75 dex and 50 str, then the second item holds to the caps just as well as the first; unless you are intending to have a soft/hard cap of ALL stats taken together (i.e. no more than 1500 stats total), then the split stat of T3+ armor solves your stat cap issue automatically.
When the coder was determining the new attribute soft and hard caps a few months ago, he asked me what we did on items so that he could code the caps around it. I, of course, told him no more than 60% of the total points into attributes. He then based the soft and hard caps on that 60% number (so 60% in one stat, 40/20 in two, 20/20/20 in 3, etc...). As such, should items be allowed to have more than 60% total in attributes, it would be a lot easier to reach those caps, whereupon people would probably start complaining that the caps are too low (ie, darned if ya do, darned if ya don't)
Also, something to keep in mind when it comes to the adventuring vs. crafting argument, which seems to be fairly prevalent these days. The most common source of adventuring item comes from the "world drop" loot tables; ie, I can kill any NPC and have a chance at getting a piece of loot. That table is made up of greens and blues, the greens taking up 80% of the table. As such, the most common source of adventuring item is green 80% of the time, a rarity that is always surpassed by any crafter if a dust is used. On the dungeon/named side, 80% of the drops from a "normal" named (ie, not a sub-boss or boss) are blue. This is, for all intents and purposes, the default rarity for crafting. As such, crafting is making items that are at least as powerful
as the items that come from the more powerful denizens in our game.
Using the "points" reference above, the average piece of crafting gear has higher "points" than then average piece of adventuring gear. Changes like this nonewithstanding, crafting tends to have access to making gear that is better, or at least as good, as adventuring. Anyways, just attempting to illuminate some things so may have rambled, sorry