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The point of the damage cap?
#21
Polantaris Wrote:That's asking Nexon to work. Such blasphemy.
As players, we have to ask them to go above and beyond
Rolleyes
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#22
yo72 Wrote:As players, we have to ask them to go above and beyond
Rolleyes

We can ask all we want, plead even, but that doesn't mean they're going to listen or even remotely care.
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#23
Polantaris Wrote:The only part that doesn't make sense is why they would need a signed int at all. I can't think of a single instance where a negative value is ever used.

Healing and poison use the same 16 bit signed int, or at least used to. One affects hp positively, the other negatively.

This is why venom doing over 32,767 would show blue healing numbers.
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#24
Stereo Wrote:This is why venom doing over 32,767 would show blue healing numbers.
You sure it was because of that, because the only time I've seen blue poison dmg was pre-bb at gms exclusive neo city? I always thought it was because your poison dmg hitting over 99,999 and rolling back into blue going down
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#25
yo72 Wrote:You sure it was because of that, because the only time I've seen blue poison dmg was pre-bb at gms exclusive neo city? I always thought it was because your poison dmg hitting over 99,999 and rolling back into blue going down

No, poweful NLs and Shads did blue venom damage pre BB.
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#26
yo72 Wrote:1mil dmg cap isn't a horrible idea, having one item triple your damage on bosses is a bad decision

It's a bad idea because some classes hit 20+ times a second while others are stuck at 6.
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#27
MrTouchnGo Wrote:It's a bad idea because some classes hit 20+ times a second while others are stuck at 6.

Welcome to Nexon balance/logic. Hey, no one ever said they were any good at it!
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#28
Really the best way to fix more numbers vs. bigger numbers is to create a cap on damage per skill use, not per individual number. But talking balance with a game with this much power creep is irrelevant in the first place.
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#29
MrTouchnGo Wrote:It's a bad idea because some classes hit 20+ times a second while others are stuck at 6.
Mercedes offer nothing for a party as far as buffs and still relatively fragile compared to other classes so their only function is dps, other classes live easier/offer more to parties so their Hits/Dps/sec suffers
also regardless most classes in general should never hit the cap ever, only when using ultimates/other skills with long cooldowns
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#30
yo72 Wrote:Mercedes offer nothing for a party as far as buffs and still relatively fragile compared to other classes so their only function is dps, other classes live easier/offer more to parties so their Hits/Dps/sec suffers

That's very nice, but a class should not be hitting 4x others' damage just because they hit more times per second. This isn't a DPS issue, it's a hits/s issue.
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#31
MrTouchnGo Wrote:That's very nice, but a class should not be hitting 4x others' damage just because they hit more times per second. This isn't a DPS issue, it's a hits/s issue.
And the hits/sec issue is only there because nexon can't balance their game, if it was correctly balanced every class wouldn't be hitting max dmg
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#32
yo72 Wrote:And the hits/sec issue is only there because nexon can't balance their game, if it was correctly balanced every class wouldn't be hitting max dmg

If, if, if, if, if.

The fact is that a static 1m damage cap is a terrible idea.
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#33
Without the damage cap, bosses would be obliterated in seconds with the value of seconds going down as the input of cash goes up.
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#34
inemnitable Wrote:Bosses with a maximum hp of 2^31 - 1 hasn't turned out so well, though.

It's turned out fine due to PDRate/MDRate.

Also, dealing with signed ints makes a lot of calculations easier.

Code:
//Using HP as a signed int
if(HP - DamageTaken <= 0)
{
    PlayerDies();
}

versus...

Code:
//Using HP as an unsigned int
if(HP - DamageTaken == 0 || HP - DamageTaken > HP)
{
    PlayerDies();
}

Having to deal with the fact that the variable could overflow makes the calculations more complicated and more prone to error.
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#35
Or, you know
Code:
// Works regardless of HP's type
if (DamageTaken >= HP)
{
  PlayerDies();
}
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#36
[Image: EvbZm.gif]
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#37
MrTouchnGo Wrote:If, if, if, if, if.

The fact is that a static 1m damage cap is a terrible idea.
Its perfectly fine if the game isn't broken, a terrible idea is making items that give you 80% boss dmg+nebulite. And what is worse is having these types of items available twice on one character. The gear in the game is broken not the dmg cap. Don't even reply to this I'm done if your too stupid to see how horrible the potential+nebulite system pineappleed over the game.
Also do you remember a time when 99,999 was the cap and yet the only people who bitched about a higher dmg cap where Ams because if they got that they could be somewhat? useful at bosses. Then the dmg cap got raissed to 199,999 and every1 bitched for the 1mil dmg cap because potential came.
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#38
The only reason why the damage cap is a bad idea is because of the potential system.

There's no reasonable way to get close to the cap on clean equips alone; when potential and cubes get involved, the entire system that maple has lived on goes out the window.

Back when 99,999 was the cap, no one complained because no one could even hit it. Back then, the only things that were considered "pay2win" were Pam Songs, a couple GM scrolls, and Vegas. I don't remember exactly when people could restore slots or even hammer them.
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#39
The cause doesn't really matter; at the end of the day, the damage cap is still a terrible idea.
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#40
MrTouchnGo Wrote:The cause doesn't really matter; at the end of the day, the damage cap is still a terrible idea.

To you possibly.
A hardcap is necessary otherwise those "OP" classes would be doing a higher output/minute. Yes, hits/second is unfair to you but this can be fixed by removing the potential system or reworking the game to make hitting the cap harder. Hitting the cap is inevitable so I don't understand why it's even retarded.
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