The First Berserker: Khazan – Soft Caps, Explained

The First Berserker: Khazan - Soft Caps, Explained



Leveling up is one of the main means of increasing your power in The First Berserker: Khazan. However, there’s a limit to how strong players can get. This is where soft caps come in.

Soft caps have been present in almost every Soulslike game, and they’ve more or less worked the same regardless of what title they’re in. They aren’t any different in The First Berserker: Khazan, and if you’re interested in how to optimize your builds, knowing how soft caps is a good place to start.

Related


The First Berserker: Khazan – How to Get Chaos Fragments

Here’s how to get Chaos Fragments for boss set equipment crafting in The First Berserker: Khazan.

What are Soft Caps?

The Crevice Blade Nexus in First Berserker

For players who are absolutely new to Soulslike games, soft caps refer to the level at which stats start experiencing diminishing returns. If you put any more points into a stat that has already reached its soft cap, then you’ll get less value from that point, as the actual bonuses you would get from raising it any further will be less than before.

Pumping additional points into a stat that has reached soft cap isn’t necessarily a bad thing, though this tends to vary on a case-to-case basis. You’ll still get bonuses for doing so, but it’s often better to invest in a new stat altogether.

What are the Soft Caps in First Berserker Khazan?

Leveling up in The First Berserker Khazan

Soft caps are a little all over the place, as of writing, and to get a clearer picture of what that means, we need to understand how stats work in The First Berserker: Khazan first.

The game has five Main Stats (Vitality, Endurance, Strength, Willpower, Proficiency), and each stat affects four of Khazan’s character stats (health, stamina, damage, etc). For example, boosting Vitality will not only increase your health, but also damage, carry weight, and elemental resistances.

With that said, one stat has several soft caps. For example, Endurance will start giving less health per point once it reaches 15 points, but it will only start giving less stamina once it reaches 30 points. Here’s a summary of the soft caps for each stat that we’ve found so far:

  • Vitality’s first soft cap is at 30 Vitality, where per-point health and resistance gains decrease by 10 and 1 respectively. There’s another soft cap at 60 Vitality, where per-point gains decrease by the same amount again. Weight increases by ~0.25% per point until 32 points, where gains drop to ~0.2% (rough estimates).
  • Endurance’s first soft cap is at 15 Endurance, where per-point health gains decrease from 10 to 7. Upon reaching 30 Endurance, stamina gains will drop from 15 to 13 per point, and health gains will be reduced to 5 per point. Stamina Recovery gain decreases from 0.6% to 0.2% upon reaching 60 Endurance.
  • Strength, Willpower, and Proficiency all share the health gain soft cap of 15 points, with additional penalties to stat gains upon reaching 30 points. However, Attack DMG gains do not diminish.

Recommendation

With the information above, we recommend getting at most 60 Vitality and 30 Endurance. The rest of your points should go toward the main stat of the weapon you have equipped — if you’re using a Greatsword, then we recommend a 2:1 investment on Strength and Proficiency. This way, you’ll be able to scale your damage as well as secondary combat stats like Stamina DMG and Dodge Stamina Cost Reduction.

You can push your Endurance to 40 if you feel like you really need stamina. However, it’s better to learn how to manage your stamina usage via Spirit Skills, passives, and item sets. Likewise, you can keep your Vitality at 30, but having more health won’t hurt, especially in NG+.

Source link