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very informative, even if slightly out-dated
i use to run two 120% hp regen over 60 seconds, with a avoid instant death on the side - effectively giving me 240% over 60 seconds (or 4% every second, effectively meaning as long as i dont take damage twice every 8 seconds, i was effectively immortal) - this helped for being able to focus stats into pure damage and completely ignore health - after all, late game scaling was always really funky
keep in mind, i had this setup when 175 was the max cap - i think max level cap is 300 now?? im not too sure, so im not quite sure if this is still accurate, but alas
"Hard cap" mean cant go any further no matter what. These are what you called max cap (max and cap are synonyms in that case, so using both together is kinda redundant).
What you called "hard caps" are actually "soft caps", you can still go further but at a significantly increased cost.
Usually in MMOs you call soft cap the point beyond which it's a waste to invest more ressources into something because of the diminishing returns, making it not worth the spent, usually because those (limited) ressources are better used on something else.
Also these terms are more often used when talking about stats/skills points (which are limited ressources).
But it's still the most accurate way to describ the chips mechanics in SAO_FB, there's also diminishing returns, only difference is that the ressources arent limited like skills/stats points.