Damage Cap not right for doms?


ClawsandEffect

 

Posted

Just wanted to check with others incase it is asked and answered and I missed it or has been bugged already..

The damage cap for doms is supposed to be 300% but from my testing I don't see a difference in dmg for anything above 200%.

Anyone else see this?


 

Posted

doesnt 100% of it come from enhancements?


 

Posted

You get about 95% from enhancements (assuming fully slotted for damage).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

They should make it 400% srsly


 

Posted

not sure it matters where it comes from - if it is supposed to be 300% which is shows in the combat attributes...it is not. For example if a dom gets a fulcrum off a mob from a kin 300% dmg - but your doing the same dmg if your at 200%


 

Posted

[ QUOTE ]
not sure it matters where it comes from - if it is supposed to be 300% which is shows in the combat attributes...it is not. For example if a dom gets a fulcrum off a mob from a kin 300% dmg - but your doing the same dmg if your at 200%

[/ QUOTE ]

Damage Capcity for Dominators is 400% total - including the 100% for doing normal damage (So +300%).

If you're slotted heavily for damage (95%), you're at a total damage modifier of 195% (for argument's sake, 200%). Other buffs numbering up to 200% (Assault, Build-Up, Set Bonuses, Siphon Power, Fulcrum Shift, Accelerate Metabolism, Fortitude, what have you) will only bring you up to your total capacity of 400%. In effect... you're already at half of your damage cap just from slotting.

Did I catch it in that, or was there something else you were speaking about in particular? Could just be a misunderstanding.


 

Posted

[ QUOTE ]
Damage Capcity for Dominators is 400% total - including the 100% for doing normal damage (So +300%).

If you're slotted heavily for damage (95%), you're at a total damage modifier of 195% (for argument's sake, 200%). Other buffs numbering up to 200% (Assault, Build-Up, Set Bonuses, Siphon Power, Fulcrum Shift, Accelerate Metabolism, Fortitude, what have you) will only bring you up to your total capacity of 400%. In effect... you're already at half of your damage cap just from slotting.

[/ QUOTE ]
This


 

Posted

I am just going off the combat monitor for dmg. When it shows 200% (say a dom up and 10 hit soul drain) I hit mobs for the exact same amount of dmg if I chew some reds or stack dom and hit the blue 300% cap in the monitor.


 

Posted

[ QUOTE ]
I am just going off the combat monitor for dmg. When it shows 200% (say a dom up and 10 hit soul drain) I hit mobs for the exact same amount of dmg if I chew some reds or stack dom and hit the blue 300% cap in the monitor.

[/ QUOTE ]

That's because you're not factoring in your Enhancements which do NOT show up on the Combat Attribute Monitor.

The damage cap for a Dom is 400% aka +300%.

If you are at +200% per the monitor, and you have +95% from Enhancements your TOTAL enhancement for that one power is +295% aka 395%.


The 100% difference between the values that have the + and without is due to the base damage that all powers have.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.

 

Posted

I ran into a similar issue with my Shield tank. No matter how much buffing I had my Shield Charge would never do more than 504 damage.

Perhaps the powers themselves have a cap that is not immediately apparent? I suppose it would be akin to a damage softcap? Like with defense, once you hit 45% anything above it won't do you any good as far as performance goes, but the hard cap (the point where you just can't get any more defense) is just over 200%. Maybe attack powers have a similar mechanic in place that isn't widely known?


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

[ QUOTE ]
I ran into a similar issue with my Shield tank. No matter how much buffing I had my Shield Charge would never do more than 504 damage.

Perhaps the powers themselves have a cap that is not immediately apparent? I suppose it would be akin to a damage softcap? Like with defense, once you hit 45% anything above it won't do you any good as far as performance goes, but the hard cap (the point where you just can't get any more defense) is just over 200%. Maybe attack powers have a similar mechanic in place that isn't widely known?

[/ QUOTE ]

No, powers do not have a cap that is different from the Archetype cap.

However, there are cases where a Pseudo Pet will have a lower damage cap than the Archetype that casted it as all Pseudo pets have a cap of 400% (aka +300%) while some have 500% (aka +400%) or even as much as 850% (aka +750%).


Again, please remember that the Combat Attribute Monitor can NOT track the damage enhancement that each power has. As the Combat Attribute Monitor only tracks global effects; it does not and can not track power specific effects.


So, effectively speaking if you slot your powers with 95-100% damage enhancement, then the true damage cap for each power slotted as such that the Combat Attribute Monitor can track is going to be 95-100% lower than the cap they display. So, in the case of your Tank the cap is always going to be 400% (aka +300%), with your powers slotted to 95-100% you only have +200% more damage buffing that you can take advantage of before hitting the cap even though the Combat Attribute Monitor won't cap out until the full +300%.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.

 

Posted

[ QUOTE ]
I ran into a similar issue with my Shield tank. No matter how much buffing I had my Shield Charge would never do more than 504 damage.

Perhaps the powers themselves have a cap that is not immediately apparent? I suppose it would be akin to a damage softcap? Like with defense, once you hit 45% anything above it won't do you any good as far as performance goes, but the hard cap (the point where you just can't get any more defense) is just over 200%. Maybe attack powers have a similar mechanic in place that isn't widely known?

[/ QUOTE ]
As Natsuki said, Shield Charge (and Lightning Rod) doesn't actually do damage. Instead, the power summons a pet that does the damage. Since the pet damage cap is not the same as the player cap you will not be able to take full advantage of damage buffs at times.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Ah, ok. Makes sense now.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

okay I will test it then and slot only acc in flares and see if there is a diff