Hi folks, I'd like to share some research I did recently about the supposed caps on certain stats. The stats I'm referring to are your 9 different base stats Health, Strength, Constitution, Action, Quickness, Stamina, Mind, Focus and Willpower. I'll skip the basics as if you're reading this, you should know how these 9 stats work.

With the knowledge players have nowadays, we're able to get some pretty massive boosts to the 9 stats listed above. Doctors are able to empower their buff packs with Janta Blood along with their medical droid, clothing boosts, city boost, bivoli food and faction base boosts. Players are stat migrating into the 3 mind stats to maximize their entertainer buffs. Players are also stacking lots of food/drink/spices to reach huge boosts to their 9 stat pools. But have you ever stopped to ask yourself, is there a limit? There was an old forum post that I heard about (I don't know where it is) that mentioned the caps on secondary stats being 1500. This implies that certain buffs for secondary stats might be a waste. I was fascinated by this so I wanted to test it myself. Let's dive into the tests.

The 3 primary HAM stats have already been heavily tested and there has never been a cap reported for these 3 stats so we can skip these.

**Test #1**

The first thing I wanted to test is regeneration rates. Do the 3 regeneration stats Constitution, Stamina and Willpower cap at 1500 (factoring in encumbrance from armor)? The test itself was very simple. All I did was I stat migrated multiple times and used different combinations of buffs and food to reach different values and here are the results below.

During my test of HAM regeneration, I found that your HAM regenerates in 1 second intervals or 'ticks' so it was very easy to see how fast it was regenerating. I managed to get my regeneration stats Con/Stam/Will as high as 7000 with doctor and food buffs. Analyzing the results, it looks like the regeneration rate increase is linear with no limit. Every 500 points into your regeneration stat is equal to 3 regen per second. However there was a slight anomaly when I hit 7000 in my regen stats. If regeneration increases by 3 every 500 points then the expected regeneration should have been 43 when I hit 7000. However the actual regeneration rate was 44 which was 1 point higher than what was expected. My best guess is that maybe every 500 points into Con/Stam/Will, the regeneration increase is slightly more than 3 and the number is just rounding to the nearest whole number.

**Test #1 Results: There is no cap on the 3 regeneration stats Con/Stam/Will (at least up to the tested 7000). It is possible there is a cap beyond 7000 but honestly who is going to be running around with more than 7000 Con/Stam/Will?**

**Test #2**

The second test is HAM drain rate. Do the 3 HAM drain rate stats Strength, Quickness and Focus cap at 1500 (again factoring in encumbrance from armor)? To answer this question, I used a combination of small buffs and stat migration to reach the desired stat values. I decided to run tests with my Strength/Quickness/Focus stats at 500, 1000, 1470, 1480, 1490, and 1500. I used multiple weapons with different Special Attack Costs (SAC), used Overcharged Shot 1 with each weapon and recorded how much my HAM drained with the respective Strength/Quickness/Focus stats. I also tested the Burst Run ability at each stat interval. I have split up the results into 6 different tables. Each table shows the different Strength/Quickness/Focus values and how much HAM was drained when using Overcharge Shot 1 with a weapon with the listed SAC. I have also converted the tables into a graph to help visualize the change.

Based on the test results, it looks like the HAM SAC reduction is a percentage reduction rather than a flat value. This is easy to see in the 500 and 1000 charts as the numbers in the 1000 chart are exactly half of the numbers in the 500 chart (rounded down). The graph also shows all values converge to zero at the same point. Since the HAM SAC reduction is a percentage, we can assume that it will eventually reach 100%. Through my testing I seemed to reach 100% reduction at 1490 Strength/Quickness/Focus but I'm attributing this to the numbers rounding to zero. My deduction is that the actual hard cap is 1500 rather than 1490.

**Test #2 Results: HAM SAC reduction is a percentage of the total HAM cost. Based on the data, 500 Strength/Quickness/Focus should be a 33% HAM cost reduction, 1000 S/Q/F is a 67% HAM cost reduction, and 1500 S/Q/F should be a 100% HAM cost reduction.**

**Conclusion**

So what does all this mean and how can we benefit from it?

- Knowing that the 3 regeneration stats Constitution, Stamina and Willpower have no cap means that players can and should try to boost these stats as much as possible when in PvP or high end PvE situations.

- Knowing that the 3 HAM drain rate stats Strength, Quickness and Focus cap at 1500 means players do not need to worry about boosting these stats very much. Doctors should avoid wasting Janta Bloods on buff packs for these stats and players can avoid over-boosting these 3 stats with food or spices. Some players may even want to stat migrate some points away from the Focus stat as you can easily reach the 1500 cap with musician buff and some brandy.

**Special Exception**: Jedi do not have any HAM SAC. Even though Lightsabers show an SAC, Jedi abilities don't actually cost any HAM. So if you are a Jedi, don't bother getting any buffs for Strength, Quickness or Focus as it is a complete waste. Whenever I buff my Jedi, I only get 4 doctor buffs skipping Strength and Quickness.