damage caps on specific powers(remove/fix them)


Adeon Hawkwood

 

Posted

Now as some people may know.. there are "hidden" damage caps on certain abilities.. specifically, anything that is calculates as a summon.. lightning rod, shield charge, all pets.. have a damage boost cap of around 250-300%..

This is most evident on a brute.. damage cap 775%, and yet around 200% boost my damage from LR and SC level off.. and my thunder strike quickly rises over them, maxing out at around 350 damage higher.

this isn't about balance, its about what players are given versus what they are told they're getting.. I don't really see having AT appropriate damage caps on these abilities increasing the power of the characters they effect at all.. it actually brings them in line with what some other powers *blizzard, burn* can do

they already have a recharge thats expensive to get reasonable.. yet burn is capable of being permanent and with fear removed, a powerhouse..

dont bring a flame war to my thread... simple yay or nay and a validating reason..


 

Posted

The issue that you're dealing with is that the powers in question operate by summoning pseudo-pets (i.e. invisible short duration pets that exist only to generate a specific, short term effects). All pets (including pseudo-pets) have a +dam cap of 300% (for 400% total damage), regardless of the AT that summoned them because they all belong to the pet class. The only way around this would be for the devs to create separate pet categories for the pets summoned by each AT with damage caps tailored to each. Though I don't know the inner workings, one can assume that it's not going to happen because either the devs think it's working fine as is and/or it's too much work to create custom pet classifications for each damage cap variant in the game.


 

Posted

Nay.

Why can't we just enjoy powers that are function differently? So your Brute has a limit on how much your fury will affect your SC and/or Lightning Rod. Yes, it's a bit of a shame...but just accept it. Scrappers and Stalkers are pretty accepting of how those same powers do not benefit from Critical Hits.


 

Posted

Quote:
Originally Posted by Leo_G View Post
Scrappers and Stalkers are pretty accepting of how those same powers do not benefit from Critical Hits.
Whereas Corruptors enjoy critical hits in theirs.

While I agree that it's probably not something to fight over, as it were, it's still a nasty artefact caused by technical limitations, rather than conceptual or balance reasons. As such, I don't agree with "live and let live." It's a technical flaw, even if it's working as intended, and we should want those technical flaws to be fixed.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

And if fixing it fixes the fact that Lightning Rod doesn't unhide a Stalker, I'd rather the power stay as it is. Powers with different quirks can be a refreshing change up from the norm. It's why Defenders can have a decent nuke in Blizzard or how my Stalker get an AoE check from the single target power Ablating Strike.

It'd be different if the posted problem (Brutes not getting their max from 2 quirky powers) was an important balance issue, but Brutes are already boarderline overpowered anyway.


 

Posted

Quote:
Originally Posted by Umbral View Post
The issue that you're dealing with is that the powers in question operate by summoning pseudo-pets (i.e. invisible short duration pets that exist only to generate a specific, short term effects). All pets (including pseudo-pets) have a +dam cap of 300% (for 400% total damage), regardless of the AT that summoned them because they all belong to the pet class. The only way around this would be for the devs to create separate pet categories for the pets summoned by each AT with damage caps tailored to each. Though I don't know the inner workings, one can assume that it's not going to happen because either the devs think it's working fine as is and/or it's too much work to create custom pet classifications for each damage cap variant in the game.
That would also allow for pets to be balanced and tweaked per AT...but would increase the work of balancing them as well...hmmm.

I think I'ld prefer this method though.

Quote:
Originally Posted by Leo_G View Post
And if fixing it fixes the fact that Lightning Rod doesn't unhide a Stalker, I'd rather the power stay as it is. Powers with different quirks can be a refreshing change up from the norm. It's why Defenders can have a decent nuke in Blizzard or how my Stalker get an AoE check from the single target power Ablating Strike.

It'd be different if the posted problem (Brutes not getting their max from 2 quirky powers) was an important balance issue, but Brutes are already boarderline overpowered anyway.
I don't find capped damage under the classes norm refreshing at all.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Whereas Corruptors enjoy critical hits in theirs.

While I agree that it's probably not something to fight over, as it were, it's still a nasty artefact caused by technical limitations, rather than conceptual or balance reasons. As such, I don't agree with "live and let live." It's a technical flaw, even if it's working as intended, and we should want those technical flaws to be fixed.
I agree with tihs. While I am perfectly happy to take advantage of this when it works in my favor (such as Ignite for Defenders) I would much prefer for the devs to make AT specific versions of all pseudo-pet powers (with the exception of a couple of powers like Caltrops where the AT that originally had the power would have the weakest version and increasing the power for other ATs might hurt balance). However like Sam says this (mostly) isn't a game-breaking issue it's just irritating.


 

Posted

just to help the situation a bit.. i thought i'd pop 20 red insp and fight 3 identical lvl 51 lt's (3 because i killed them in 2-3 hits each)

http://i289.photobucket.com/albums/l...magereport.jpg

now.. i'm sure most of you can see where these skills listed as "superior" are falling far behind.. actually had a person tell me they've never seen a 500 damage thunderstrike.. well. mines slotted for stun, not damage.. and its there

even chain induction puts lightning rod and shield charge to shame.. and this was not at damage cap even.. this was maybe 500% not 775 as a brute could have


 

Posted

the powers are wai. this is per castle. in fact, sc was just changed to perform the way it was intended to from the begining.


 

Posted

Quote:
Originally Posted by Master_Martial View Post
just to help the situation a bit.. i thought i'd pop 20 red insp and fight 3 identical lvl 51 lt's (3 because i killed them in 2-3 hits each)

http://i289.photobucket.com/albums/l...magereport.jpg

now.. i'm sure most of you can see where these skills listed as "superior" are falling far behind.. actually had a person tell me they've never seen a 500 damage thunderstrike.. well. mines slotted for stun, not damage.. and its there

even chain induction puts lightning rod and shield charge to shame.. and this was not at damage cap even.. this was maybe 500% not 775 as a brute could have
Well, Lightning Rod does have a range of 25ft radius vs Thunderstrike's 10ft radius.

That one has the potential to do 300dmg to 16 foes while the other can do 400dmg to 10 seems to be the balance. Hit more targets, do a bit less damage. Hit less targets, do a bit more damage.

Is that your problem with this power?


 

Posted

the problems with these powers are that they are the key features of 2 power sets.. shield defense has become popular because of its offensive capabilities.. and lightning rod is supposed to be the top power for electric melee

the fact that at level 50, both power can be out damaged by 2 "weaker" powers..

there is no excuse for the damage cap on these powers, when even a tanker with burn can walk in and out damage them...

they should of been designed at targeted location aoe's with teleport secondary effects. it may make for a slightly laggy animation due to the chain of commands being executed but they would function on a level that is befitting the "superior" damage class they are said to hold.. and not be out damaged by a "moderate" damage power.

most power sets have an "end all" ability.. blizzard comes to mind.. now it does have a long recharge, but the damage it outputs is simply destructive, a 500 point base at level 50

truth of the matter is.. a Signature ability of a power set, should not be so flawed