Whatever the data values in the item struct is, is how high it can go. There's some limitations in the emu code atm which is due to things not being casted as floats where they would exceed the max value of an uint32, resulting in 265k or so HP to loop around (for whatever reason..)
The max value the client displays is around 10 million, and that's just due to a hardcoding SOE did on the HP calc for the inventory screen. It actually goes higher than that. (max uint32)
Level can also go to 65535, but you'd have to rewrite most of the code to support level as a uint16 instead of uint8.
Most of the limitations on the emulator are artificial due to PEQ not needing them that high; in fact, a lot of core emu systems will break provided everything isn't like live. Take a look at THF who had to do custom code to avoid reaching the hit rate cap (95%) because they had their stats too high. EZ is entirely mitigation based and the lack of custom code there is why warriors are so OP, stonewall makes people the best tanks due to AC being useless.
Of course, you could always learn C++ and do it yourself to change mechanics, however, remember that any mechanics changes will be hard to do. The current attack code is a mess but that's because on live they had so many conditionals on what to do to calculate things, such as AAs, extra stats, etc.
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