Increase cap damage (◕‿◕✿)

Discussion in 'Closed' started by Martin, Mar 14, 2024.

  1. Martin
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    Dear players and GMs of Mapleroyals :pepemush:

    I'm a mage player who's currently doing rose garden daily on 2 arch mages. I like rose garden, it gives me a reason to play my retired lv200 arch mages, however it is a little bit annoying that cap damage prevents me from ever 2 hitting the mobs, as even two hits of 199k will leave them at 1% hp. Not only does this remove any incentive to improve my gear or use m.atk pots/SE, but it also caps how fast I can clear it when that's not the case for any other class to my knowledge. I have currently managed to fully clear RG one minute faster on my hero that I've only been gearing for a week than I ever have on my arch mage with several perfect equips. No fair [:(]

    alternatively make the mobs hp 399998 so theyre 2 hittable or something idk
    [​IMG]
    justice 4 mages :pengun:
     
  2. RazumDar
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    This would heavily benefit Marksmen with snipe and Paladins with Blast (and maybe Heaven's Hammer not sure how that works) as well, so there's a lot to consider.
    They should still increase cap to 250k though, Paladins fall off really hard at peak gear levels due to damage cap and it's not like Marksmen are known for being OP.
     
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  3. Sylafia
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    Theoretically the cap should be increasable without changing snipe/hammer damage. And uncapping blast would probably be a good thing, paladin mains need it.

    Also, I've heard rumors about TMA being capped at 1999. If this is actually a thing please uncap tma (or change the cap to like 2500, no one should hit that) because that's an extremely pointless and annoying limit.
     
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  4. Kheb
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    Kheb Well-Known Member

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    YES!! LETS GO!!!

    TEAM MAGE, RISE UP FOR JUSTICE!

    (pls also remove light resist for Eph so IL mage dont need cheese for her)
     
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  5. nyannko777
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    okay ʕ ᵔᴥᵔ ʔ
     
  6. MasterSponge
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    agree pally and ice mage here buff plox
     
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  7. bibz
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    buff paladins
     
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    +1 bucc support
     
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  10. GunzGaming
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    lol what is this like the 8th remove damage cap thread? Just give the people what they want.
     
  11. Zkittlez
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    Uncap shadower :8):
     
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  12. Cynn
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    Increase cap.

    Rework Heavens hammer and Snipe please.

    Maybe rework Blast. Even if you make cap 250k, I think funded paladins will still frequently hit this # on apple+.

    If you make it 300k maybe we wouldn’t have to worry about it
     
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  13. Martin
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    my arch mage would easily go above 300k as well ~f12 not that i think anyone would care
     
  14. Johnny
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    Increase cap for just mages :rolleyes:
     
  15. Jooon
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    Mage Buffs in royals? Kinda hard man.
    :matt:
     
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  16. Javier
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    this has been asked for too long already and should definitely be considered.

    literally all classes (specially arch mages, marksmen, paladins) would greatly benefit from simply increasing the damage cap up to 300k. no need for tweaking stuff like blast/snipe/ults or something imho.
     
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  17. Cooler
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    I'm not a huge fan of messing with the cap, it's a slippery slope. But they keep releasing more and more ways to increase attack, and stronger attack potions.

    I think 255k at max and only in certain situations:

    • Buccs/shads/multi-line skills shouldn't break cap.
    • Blast up to 250k for all weapons except 2HBW. 2HBW should have no cap, to give the slowest weapon in the game an advantage (exclude morningstar)
    • Arch makes, not bishops, totally fine with them breaking cap, and perhaps only while using infinity
    I've left a ton of feedback about snipe.
    I think snipe should function exactly the same wether cap is increased nor not (ie: single line, has cd, insta kill reg mobs, ignores cancel). That said, my suggestions:

    • If snipe cap is increased, CD should increase.
    • Or, snipe does more damage (breaks cap) during cancel, so this time frame is important for MM
    • Or, as I've suggested before, and I really encourage folks to consider this before swatting it away: Snipe damage doesn't break cap, but when it lands on a boss mob, does one of two things: casts a bullseye effect on the boss, which focuses all strafes to that boss or body part, for a short period of time 5-10s at max. Or, the same duration, but instead of auto target, ignores w.def temporarily. Both of these keep snipe as a primary attack that you want to re-cast for these continued effects
    Also I think it's worth considering that cap should only be broken with SE active. Would be cool if cap damage color was noticeably different for users as well, I know they'd be happy about that lol.


    Important edit: I just want to say why I'm so conservative about cap: Obviously bc it should be taken really conservatively at first with tons of testing and all considerations, starting lower is better, but it will disproportionately buff very geared or OP classes, like buccs and shads, making the very geared/wealthy, more wealthy due to better solo times and speed. Another consideration is

    • Tiered Capping: example, level 160 can do 210k, 170 can do 220k, 180--230k, 190--240k, 200--255k, etc
     
    Last edited: Mar 27, 2024
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  18. veen11
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    blunt pally letsgoooo
     
  19. Zancks
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    We do want to increase the damage cap but just didn't get to our skill & class balancing patch. Any feedback is still welcome at our feeback request. Specifically looking for input on how to adjust Heavens Hammer and Snipe if we were to increase damage cap to 500k, since Piercing Arrow can potentially already hit 497.663.998.
     
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  20. Baconfry
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    Baconfry Well-Known Member

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    Here's my take: scale it according to character level. Significant buff to high level MM while not changing the meta for lower levels. This doesn't really reward marksmen for being ultra-geared, but I don't see a simple way to make snipe scale based on damage range anyway.
     

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