Korwin said:
The problem (for me) is, if you have an Char. concept of exceptional swordmaster (even if only as Char. goal) and you want to back it up in game...
I would want at least an even chance to win against an enemy of the same level (in an sword fight, as swordmaster)
So if the limit is 50%, but I am only using 40% the GM can't use enemies with more than 40% DP in the same category.
(If its correct, that points in attack/defense are more valuable.)
DISCLAIMER: I'm only theorycrafting at the moment, did'nt got to play/GM so far.
But you run into a problem with that kind of concept in Anima (or any level based game). 'Mastery' means nothing except contextually. A Master is a master because he's better than others (or even most). You can't be a Master in something in a level based game without being higher level than other characters. If anima were a pure point based system, that would be different, but there you go.
Now, if everyone from the Fighter to the Warlock are always putting max % into atk and def, then everyone is the same. Your concept becomes null, except when viewed against lower level NPCs. But you won't really be 'the best' as far as the other PCs and equal level NPCs are concerned because there is no way to escape the trap of everyone being equal.
As to what the GM uses, I have to disagree. Villains, main ones anyway, are almost always superior to PCs... hence the need for a team to beat them. Every Cloud has his Sephiroth that he can't take down by himself.
But I get what you mean, you want to be on the base line that has you equal to NPCs of your level. I'm with you on that. Which is why I point to the monsters and NPCs in the rule book. None of them that I can see use the full 50% of their DP on attack and defense. I may be wrong, but I don't think that I am. Certainly none of the ones I've done the math for are that high.
So, if your GM uses them as their basis, then putting 40% or 45% is sufficient which then frees points to buy thing that make your character mechanically interesting, or at least round out your skills.
So ultimately, the question is: where does your GM put the baseline? The 50% cap is something that, maybe every now and then a character hits, but not every level or even most (if ever). Of course if your GM prefers to put everything at the max, then you are screwed and you might as well do the same and lament the fact that your characters will be dull and kind of cookie cutter mechanically, at least for most levels of their existence. Talk to your GM and find out what their plan is and base your character math around that rather than some perceived necessity. I imagine that most GMs would want to have things on a relative keel rather than team pc or team monster having a huge advantage.