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Damage cap discussion

Discussion in 'Suggestions' started by LeonardoJF, Mar 6, 2023.

  1. LeonardoJF
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    LeonardoJF Horntail

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    ItzLeo
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    Greetings, earlie our community had a short discussion about damage cap..

    Its a good thing for shadower, pallies, buccs, if it get raised? maybe for mages ult too?

    If is a good idea raise it, skill like hammer and snipe should keep on 199,999?

    its more bad than good?

    lets talk about
     
    • Like Like x 5
  2. Toon
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    Toon Capt. Latanica

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    hero panic on apple should hit the cap too
     
    • Agree Agree x 1
  3. OP
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    LeonardoJF
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    LeonardoJF Horntail

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    hero single target raised, other good point too so! o/
     
  4. beegoratto
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    beegoratto Zakum

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    Quick Summary as far as I understand it:
    Benefits:
    Shad Nate (partial charge)
    Hero Panic (on apple)
    Paladin Blast (BW on apple or with ele weak)
    Bucc Barrage (on apple)
    A/M + Bish Ult (high tma / ele weak)

    Skills that would need a custom cap potentially:
    MM Snipe
    Paladin Heaven's Hammer

    Is there anything else I'm missing?
     
    • Agree Agree x 1
  5. Gurk
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    Gurk Headless Horseman

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    ̶W̶h̶i̶l̶e̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶ ̶t̶e̶c̶h̶n̶i̶c̶a̶l̶l̶y̶ ̶b̶e̶ ̶a̶ ̶b̶u̶f̶f̶ ̶t̶o̶ ̶a̶s̶s̶a̶s̶s̶i̶n̶a̶t̶e̶,̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶n̶'̶t̶ ̶b̶e̶ ̶a̶ ̶g̶o̶o̶d̶ ̶c̶h̶a̶n̶g̶e̶ ̶w̶i̶t̶h̶o̶u̶t̶ ̶a̶ ̶f̶u̶r̶t̶h̶e̶r̶ ̶r̶e̶v̶a̶m̶p̶ ̶o̶f̶ ̶t̶h̶e̶ ̶s̶k̶i̶l̶l̶ ̶s̶i̶n̶c̶e̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶ ̶m̶e̶a̶n̶ ̶t̶h̶e̶ ̶f̶u̶t̶u̶r̶e̶ ̶f̶o̶r̶ ̶s̶h̶a̶d̶ ̶w̶o̶u̶l̶d̶ ̶q̶u̶i̶t̶e̶ ̶l̶i̶t̶e̶r̶a̶l̶l̶y̶ ̶b̶e̶ ̶t̶h̶e̶ ̶r̶e̶a̶l̶i̶z̶a̶t̶i̶o̶n̶ ̶o̶f̶ ̶b̶l̶e̶n̶'̶s̶ ̶s̶h̶a̶d̶ ̶p̶o̶r̶n̶ ̶d̶o̶w̶n̶l̶o̶a̶d̶i̶n̶g̶ ̶m̶e̶m̶e̶ ̶a̶s̶ ̶t̶h̶e̶ ̶g̶o̶-̶t̶o̶ ̶w̶o̶u̶l̶d̶ ̶b̶e̶ ̶s̶t̶a̶y̶i̶n̶g̶ ̶i̶n̶ ̶D̶S̶ ̶a̶l̶l̶ ̶d̶a̶y̶.̶

    ̶A̶n̶ ̶e̶n̶d̶ ̶g̶a̶m̶e̶ ̶s̶h̶a̶d̶ ̶w̶o̶u̶l̶d̶ ̶b̶e̶ ̶a̶b̶l̶e̶ ̶t̶o̶ ̶d̶o̶ ̶l̶i̶k̶e̶ ̶5̶0̶0̶k̶ ̶l̶i̶n̶e̶s̶ ̶(̶o̶n̶ ̶c̶i̶d̶e̶r̶)̶ ̶e̶v̶e̶r̶y̶ ̶~̶1̶4̶ ̶s̶e̶c̶o̶n̶d̶s̶ ̶f̶o̶r̶ ̶r̶o̶u̶g̶h̶l̶y̶ ̶1̶0̶m̶ ̶d̶p̶m̶,̶ ̶w̶h̶i̶c̶h̶ ̶i̶s̶ ̶s̶l̶i̶g̶h̶t̶l̶y̶ ̶h̶i̶g̶h̶e̶r̶ ̶t̶h̶a̶n̶ ̶w̶h̶a̶t̶ ̶m̶y̶ ̶s̶h̶a̶d̶'̶s̶ ̶c̶u̶r̶r̶e̶n̶t̶ ̶d̶u̶m̶m̶y̶ ̶d̶p̶m̶ ̶i̶s̶.̶

    ̶M̶a̶y̶b̶e̶ ̶i̶f̶ ̶a̶ ̶C̶D̶ ̶w̶a̶s̶ ̶a̶d̶d̶e̶d̶ ̶t̶o̶ ̶c̶h̶a̶r̶g̶e̶d̶ ̶n̶a̶t̶e̶s̶ ̶a̶f̶t̶e̶r̶ ̶a̶ ̶f̶u̶l̶l̶ ̶c̶h̶a̶r̶g̶e̶?̶
     
    • Agree Agree x 2
  6. OP
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    LeonardoJF
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    LeonardoJF Horntail

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    i am pretty sure sword paladin benefits from it too
     
  7. OP
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    LeonardoJF
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    LeonardoJF Horntail

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    good hear others player perspective!
     
  8. beegoratto
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    beegoratto Zakum

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    But think of the efficiency
     
    • Agree Agree x 3
  9. HimeHam
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    HimeHam Pac Pinky

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    Make autopot fail more in Darksight.
     
  10. beegoratto
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    beegoratto Zakum

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    I’ve been thinking about this actually, would it be a cooldown before Nate could start charging again? Because I’d imagine that would be a pretty unique custom change and not necessarily in a good way as it would mean needing to engineer a solution that would ever only have a single use case.

    Even if charged Nate could only be cast every min, I could see this leading to the rebirth of HH mules. Now you have a Sed mule, smoke mule, and “free” 2.5m dpm wrapped up in a single porn-downloading package.

    This wouldn’t be a Shad buff, Gurk is right. This would be the death of active Shads.
     
    • Agree Agree x 1
  11. beegoratto
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    beegoratto Zakum

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    I wonder if needing to actually hold and charge Nate while in DS (similar to BB and Piercing Arrow) would be enough to offset this instead of afk charging
     
  12. Zorele
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    Zorele Slimy

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    Having a damage cap that can be hit by any class under any circumstances limits the growth potential a character has which also limits the benefit a player would receive from new best in slot items being released. While this seems a bit far fetched it's a problem that is bound to arrive as time goes on. If the intention of this however, is to use it as a tool to balance then it's a bit different.

    Buccs and paladins technically benefit from this which are classes that most people agree are on a good spot. If this was an approved change then snipe would kind of feel a bit nonsensical since 200k would just be an arbitrary number and it's not like MMs need any kinds of buff. One thing I'd be in favor of however is a reworked/scaling MM snipe formula and simply balance MM/BM based on SI reliance (Small gap between both though obviously). In terms of shad's benefit from this if this change = charging nate > actively attacking then it's obviously terrible. If it just means they do slightly more damage on wep cancel buffs then it's nice.

    In general it feels like changing damage cap is worth considering but it would have to be well thought out and in particular consider the implications it might have and make the right balance changes around the implications.
     
    • Agree Agree x 1
  13. OP
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    LeonardoJF
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    LeonardoJF Horntail

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    Nice to hear your point
     
    • Friendly Friendly x 1
  14. Gurk
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    Gurk Headless Horseman

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    Actually, I misspoke earlier. For some reason I was thinking at the time that nate damage increased exponentially with the number of ticks when it's actually linear.

    So to revise my earlier statement, an end game shad would only exceed the damage cap by about 100k at most with a full charge (or ~200k on apple). Repeatedly using full charged nates would yield a dpm of only about 5.5m on cider so removing the damage cap wouldn't create anything problematic for shadowers, it'd just be a subtle buff.
     
    • Great Work Great Work x 1
    • Informative Informative x 1
  15. beegoratto
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    beegoratto Zakum

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    The dream is dead
     
  16. OP
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    LeonardoJF
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    LeonardoJF Horntail

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    lf sad reaction
     
  17. OP
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    LeonardoJF
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    LeonardoJF Horntail

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    yeah..my suggestion is if it raised found a new fair number
     
  18. Trion
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    Trion Capt. Latanica

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    I never looked into Snipe's math what damage would Snipe be doing if cap was released? Is it just coded to always hit whatever the cap of the server is or nah?
     
  19. OP
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    LeonardoJF
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    LeonardoJF Horntail

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    if i no wrong, once i played a v62 server with no cap limit and the damages go for 1.2M or something like /hm dont really remmember cause i was a kid
    (long time ago, feelsold.sad)
     
  20. HimeHam
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    HimeHam Pac Pinky

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    was that hard coded 1.2m or would it scale with your damage range? either way MM sounds really broken on that server lol.
     

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