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Damage Cap And Marksman

Discussion in 'Accepted' started by Samus, Jul 9, 2015.

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  1. Samus
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    Samus Dark Stone Golem

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    1:53 AM
    Samus
    Marksman
    The current damage cap cripples two of a marksman's main attacking skills: piercing arrow and snipe.

    Piercing arrow at max level has 850% damage for its strongest hit, which can easily bring you up to 99k, especially at higher levels. This isn't much of a problem now, but once ToT is introduced, plenty of mobs will have over 100k hp, making piercing arrow weaker than it should be. This isn't that huge of a problem imo.

    The main issue is with snipe, for two reasons:

    1) Doing only 95-100k with snipe makes marksmen much weaker than they could/should be, in terms of bossing. MM are already far behind bowmasters when it comes to this, since hurricane is incredibly strong and is much easier to get books for (books drop from Newties and Pap). Snipe 20/30 only come from zak and HT, so they are clearly far more difficult to obtain and even getting one snipe 30 book won't be possible for a long time. With this disadvantage already making snipe's cooldown much longer, a weakened snipe at only 100k damage sends MM far behind where they should be in dpm and bossing ability.

    2) Snipe isn't even a gauranteed 1-hit on all non-bosses.
    I tested this with Crimson Guardians, and sure enough they can survive a snipe:
    snipery.jpg

    As I said before, with ToT coming out, many more mobs will be able to survive a snipe as well. Whether or not you think marksmen deserve a buff or not, this issue defeats the main point of snipe: to deliver a lethal blow to a monster.

    I tihnk we should increase the damage cap to 200k. It doesn't really hurt anyone or break the game, but it would balance things out for marksmans. I think i heard someone say the 100k cap hurts paladins too, but I wouln't know about that.

    OnionF6 What do you think? OnionF6
     
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  2. Lionheart
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    Lionheart Horntail

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    Seems good to me. I think damage cap was only really in place to try to prevent hackers from dealing millions of damage with one hit. Of course, hackers figured out how to hack the cap too. lol

    That, or Neckson just though 99,999 was a cool number? But it's kind of stupid to have a damage cap this low when it's completely possible to break it by legit means.
     
  3. OP
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    Samus
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    Samus Dark Stone Golem

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    Well, autoban should take care of that, so I really don't see an issue OnionSelfie
     
  4. Ryan
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    Ryan Slimy

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    I agree that this gives you a disadvantage and increasing the cap shouldn't have any negative affects on the game.
    I really don't understand why the damage cap was this low... seems pointless especially when a lot of players could consistently hit over 100k during v0.62
     
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  5. Clairvoyant
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    Clairvoyant Mixed Golem Retired Staff

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    Well marksmen were the only jobs that could hit it consistently :p. (Actually, maybe crazily funded bishops too)
    I'm for the suggestion though, since the damage cap does seem to be an unnecessary hindrance to the overall DPS and likability of marksmen.
     
  6. Ryan
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    Ryan Slimy

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    I'm pretty sure buccs and pallys can hit it pretty consistently end game
     
  7. VonBIT
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    VonBIT Pac Pinky

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    Pretty sure Blast does enough to hit damage cap, it's like the most powerful spammable single-target move in the game, I think.
     
  8. Clairvoyant
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    Clairvoyant Mixed Golem Retired Staff

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    I dunno. I remember this lvl 140 pretty funded pally with fire charge hitting like 25-35k damage so 100k sounds kinda unrealistic for me. Maybe holy charge skelegons with heartstonpers or something haha.
     
  9. VonBIT
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    VonBIT Pac Pinky

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    Most Pallies at Lv. 140 don't have Blast even near maxed, some don't even have points in Blast at that level, I think.

    But yeah, hitting 99k+ still is kind of unrealistic to me too, unless we're talking Onyx Apples and junk haha.
     
  10. Conjuring
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    Conjuring Master Chronos

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    I think we just need to make it GMS like. (I don't care if it sucked at this version or not)
    Another question is What was the damage cap back then in v62?
     
  11. Kimmy
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    Kimmy Administrator Staff Member Administrator Game Moderator

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    The damage cap is a client check and the cap was 99k.
     
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  12. J4sper
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    J4sper Brown Teddy

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    199k so marksman would be usefull!
     
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  13. KurayamiLove
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    KurayamiLove Skelegon

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    Mabe caping dmg at 199k should do to kill all the non boss monters
     
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  14. OP
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    Samus
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    Samus Dark Stone Golem

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    Does that men that its not changeable/you won't change it?
     
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  15. Kimmy
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    Kimmy Administrator Staff Member Administrator Game Moderator

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    It is changeable (with a client change) but I am just replying to those asking how it was in 0.62.
     
  16. Lionheart
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    Lionheart Horntail

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    I think it would take a bit of hex editing, searching for an int 99,999 and replacing it with 199,999 right?
     
  17. OP
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    Samus
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    Samus Dark Stone Golem

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    Bump grump
     
  18. Admiral
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    Admiral Mushmom

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    How does Snipe even work on bosses? I remember Snipe always hitting 2b on bosses, but not dealing damage?
     
  19. beamcasting
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    beamcasting Capt. Latanica

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  20. OP
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    Samus
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    Samus Dark Stone Golem

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    In this version, snipe just hits somewhere between 95-100k on any monster, including bosses.
     
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