keep in mind though, I could be wrong.
.....and i was. I sat up late last night so i could discuss this with Minos (you're welcome). He explained to me that Kane has already developed a new crafting system that seems to work well and that most skills in game offer little to no benefit for going past 100/120 skill. The only ones that need to be addressed are really just Magery/Eval and the weapon skills. It's a simple overide based on a multiplier. Without coding it let me break it down. If your skill is above 200 then an equation is referenced that takes your spell damage increase from 200 and then adds a dimishing multiplier from that point on.
It's not as simple as changing a value in one .cs file, nor is it just changing an entire .cs file.
*sighs* It's literally one line of code per skill changed. The nature of overrides being what they are, you may not even need to modify the core at all. That would be nice if it needs to be fine tuned.
The reason I say the combat skills and magery need to be addressed is for the amount healed past 200 by magery ( I have raised this myself to basically be immortal 1 on 1) , and the passive defense/hit chance you get from weapon skills/mage weapon. You don't need people running around that are literally impossible to hit.
Here's the best part. It can be set to only apply when fighting another player. All skills can still be run through the roof for pvm. It's similar to how sdi is capped for pvp but not so for pvm. Well looks like diminishing returns is possible after all, and I stand corrected. If anyone knows of any other skills that would benefit from a diminishing return make it known.