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STATUS AILMENT CAPPING

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]