Tree of Savior Forum

Damage Cap has to be increased or erased

It’s simple, some classes, such as musketeer, should outshine at dealing single target damage, but guess what, damage is capped.

@staff are there any plans to erase the actual damage cap sincesome classes can easily reach it?

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Damage cap won’t be increased cause servers can’t handled it or game is shut down before that.

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Agree they should take a relook at damage caps. Heavy 1 hitters like cannoneer are also affected by the cap.

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What if I told you this is a way for them to make you spend more time playing the game by limiting damage just like everything else they do? It’s yet another system they’ve created on purpose so you don’t progress faster. If they increased the damage cap that would make the game too easy! -Insert Kim Hakkyu emoji-

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Yes I think that’s the main reason too. Another reason I can think of is they already know of some bugs which will cause insanely high damage, hence they have to cap it for the time being until those bugs are resolved.

Capping it at 19xK feels really weird as it isn’t a number which is commonly associated with programming integer limits.

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They never thought anyone would hit the damage cap

It the norm. Devs often underestimate the power of the players. No one sure expect players to hit 330 on day1 when R8 is released. It happens for all other games too. Like D3, Day1 already have players hit level cap 60.

Mr Kim: “This Musketeer, has over 9000 damage !!”

If damage cap is removed, Hook64 users will just do unlimited damage. At least right now, it’s somewhat controlled with the cap.

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I prefer they drop each boss each bless shard for saalus…

Hahaha…

All damage isn’t actually capped right now, and people can see that in some bokor bug threads, one i had posted my self personally, where t sayed i was doing 650k damage per tick but grim reaper on 18M hp died instantly. Imma edit and put link here. So the cap isn’t applying to all sources.

As far as i know, this bug has been “PARTIALLY” fixed. I managed to reproduce it again following the same steps as i mentioned. but the corrupted spots now last a few minutes, when they used to last forever before.

The game does not need an increase of the damage cap, the game needs a global but equal nerf on damage output in general and a drastic adjustment of the power creep curve caused by the transendence-system, R8-stuff, the dozens of debuffs we have and the gem/headgear enchant buffs.

Being able to hit 200k+ damage per hit in the first place is the problem, because it results in IMC soon giving monsters crazy high def/mdef or a few billion hp in order to make fights last longer than 5 seconds.

But if that happens : Have fun fighting those 50-billion-hp-10k-def monsters if you don’t have top 5000+ atk weapons or if you are one of those non-meta builds who can’t stack ridicolous debuffs on top of eachother.

The best would be to globally nerf damage by the same amount so current 200k-damage hits would be reduced to, say, 30k, which then opens up possibilities to let those strong skills with high cd/slow animation do like 50 or 100k damage as a single hit… no more capped stupidly high damage numbers for each attack and increased the relative efficiency of those underused skills. Problem solved.
Of course monsters/equips def/hp would have to be balanced accordingly aswell. But i guess thats too much work.

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I believe that yes, there is a problem in which classes which are not single target focussed, and can do AoE damage pretty consistently are doing Cap damage by having this super refined equipments.

I know people from my guild who have 1k Patk rifles, which are not that much of an effort, it’s sonly stage 3 transcendence, who say they deal Cap damage with snipe with no crit and crit.
Musketeer is meant to be a single target DPS and with no crits it’s reaching Cap damage on no highly refined gear.

I agree with you that other classes which are not single target focussed shouldn’t be doing those obscene amounts of damage.

The cap is fine, it makes the difference between whales and casual players less than in other games. It also makes the game more fun, as you don’t just 1 skill= kill every damn monster out there, even if it was just 1 by 1.

Who’d want to play with someone who just single-handedly obliterates the monsters? Doesn’t this make everyone else just a leecher, and make you feel like a bot if all you are doing is tag along for exp and loot?

It’d be good if those damage caps would apply to multihit skills,too,though, so that the total damage of multihit skills couldn’t go beyond 199k on a single target…

That way support skills like e.g. Double Chance would become more useful.

It is called diminished returns with proper scaling. This game lacks any of that and is in too deep now with bum developers that sold their souls to the transcendence greed gods.

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