looking for some clarification


Aett_Thorn

 

Posted

Okay - here goes. I have heard that an MMs pets have no damage cap, from two players that up until this point have not been known to joke about such things.

And then, that got me thinking. I asked someone in game and was told that, of course they did, if they didn't that would be horribly OP.

So, having only played one MM to level 26 - and that largely solo due to the whimsical nature of the beasts, despite directions to do other things, I find myself wondering what the actual truth is.

What is the damage cap for MM pets? Different for different pets?

I looked for it at paragon wiki under "Limits" and found a collection of wondrous detail - but not the answer to my question.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

Unless it lists a separate critters entry, all "all others" include NPCs.


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Posted

MM Pets do have a damage cap. I don't know what it is off the top of my head, but they do have one.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

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Posted

I fed my Assault Bot reds until this happened. You could have tried the same thing if you were really interested.





Damage cap is 300%.


 

Posted

Note that the Combat Attributes window shows the "bonus cap". Your total damage would be 100% plus that number, so when at the cap, MM pets are doing four times their base damage (100% + 300% = 400%).

Critters have ATs too. As far as I know, all entities that do anything in CoH have the same list of stats, whether we see those stats come into play. Tar Patch has hit points, mez thresholds and mods for +defense. Damage cap is one of those stats. No entity will ever have an infinite damage cap, out side of some fairly spectacular bugs.

There may be exceptions, but I believe the damage cap shown here is typical of all pet entities, even ones that deal damage for ATs with higher damage caps. That means that Burn patches from Brutes/Scrappers and Rain of Fire from Blasters may not be able to benefit from as much +damage as the ATs that cast them can. (This is known to be the case for some of those examples - I say "may" because I'm unsure if any exceptions exist.)


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Posted

Quote:
Originally Posted by UberGuy View Post
Note that the Combat Attributes window shows the "bonus cap". Your total damage would be 100% plus that number, so when at the cap, MM pets are doing four times their base damage (100% + 300% = 400%).

I was thinking too that the Combat Attributes does not include Enhancements, just global bonuses. So even though I've got +95% slotted in a power, that won't show up in the Combat Attributes. Since Enhancements with ED cap out at around 95% to 100% or so, that might be where the wiki is getting their 400% number.

The cap shown in the Combat Attributes is just the global cap, I assume, and doesn't limit other means of boosting damage (or other attributes).


 

Posted

Yep. That's correct. I thought about that too when I was writing my previous post, but lost it somewhere between being undecided on how important it was to add and plain forgetting to add it.


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Posted

Quote:
Originally Posted by gameboy1234 View Post
I fed my Assault Bot reds until this happened. You could have tried the same thing if you were really interested.
Damage cap is 300%.

That, good sir, would only be true if I'd thought of it.

Still, thanks for the responses.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

Fair enough. A lot of folks do forget that they can view their MM pet combat attributes, and they don't need another player to buff their pets. It's worth poking people a bit so they do remember. But I appreciate the thanks, and you are welcome.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
I was thinking too that the Combat Attributes does not include Enhancements, just global bonuses. So even though I've got +95% slotted in a power, that won't show up in the Combat Attributes. Since Enhancements with ED cap out at around 95% to 100% or so, that might be where the wiki is getting their 400% number.

The cap shown in the Combat Attributes is just the global cap, I assume, and doesn't limit other means of boosting damage (or other attributes).
No, it's the cap. Including enhancements, you can't boost damage more than +300% on M pets. That's where the 400% damage figure comes in, base damage isn't "0", it's 100%. You know, like how percentages work.


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

Yep, I missed that part of the quote.

The attribute monitor turns the number blue and caps it at 300% when your global bonus reaches the buff cap, but the truth is that individual powers may have reached the buff cap well before then, because of enhancements. For folks that slot pets for ED "max" damage, you've only got around 200% headroom for buffs on them.


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Posted

Quote:
Originally Posted by gameboy1234 View Post
I was thinking too that the Combat Attributes does not include Enhancements, just global bonuses. So even though I've got +95% slotted in a power, that won't show up in the Combat Attributes. Since Enhancements with ED cap out at around 95% to 100% or so, that might be where the wiki is getting their 400% number.

The cap shown in the Combat Attributes is just the global cap, I assume, and doesn't limit other means of boosting damage (or other attributes).
The caps under Combat Attributes are the "final" caps - however I do believe that in the scenario you list (where the pets would effectively have 495% of base damage) that the extra counts against debuffs before the cap kicks in.


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Posted

Quote:
Originally Posted by ArcticFahx View Post
No, it's the cap. Including enhancements, you can't boost damage more than +300% on M pets. That's where the 400% damage figure comes in, base damage isn't "0", it's 100%. You know, like how percentages work.
Actually, that percentage boost is more "additive".

100% normal damage + about 100% enhancement + 300% buffs = 500% cap

This is how it works for players as well.


Acanaville? Can you back me up or correct me?


Edit:
I mean that I don't think the enhancements and base power value count towards the "damage buff cap".
It could be, but then the combat attributes are either off by 100% or 200%(damage buff there starts at 0%) or enhancements and the base damage of the powers cut into the amount of buff you can get in combat attributes.


 

Posted

It should be easy enough to test. I'll try to do one later today.

I was also thinking that the damage buffs, being "additive," should also benefit from Incarnate buffs which are not subject to ED. So the Enhancement part of that equation is now capped at about 135%, where 105% is what you can get with ED by massively over-slotting, and the 30% is the part of an Alpha Slot that isn't subject to ED.

The total boost should be around 435% now, or 535% times your base damage.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
100% normal damage + about 100% enhancement + 300% buffs = 500% cap
This is incorrect.

Quote:
I mean that I don't think the enhancements and base power value count towards the "damage buff cap".
They do. This is very well-tested knowledge.

Quote:
This is how it works for players as well.
The cap for players depends on archetype. You can find the damage buff caps on the Limits Page of Paragon Wiki. The values there are correct - the only remotely recent change here is the reduction of the Brute value in Issue 19.

MM pets have three "archetypes", one for each rank of pet. There's another common "archetype" used for most other pets, like Phantasm or Dark Servant. As far as I know, the damage buff cap for all those ATs is +300%, or 400% total.


Blue
American Steele: 50 BS/Inv
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Posted

Quote:
Originally Posted by gameboy1234 View Post
I was also thinking that the damage buffs, being "additive," should also benefit from Incarnate buffs which are not subject to ED. So the Enhancement part of that equation is now capped at about 135%, where 105% is what you can get with ED by massively over-slotting, and the 30% is the part of an Alpha Slot that isn't subject to ED.

The total boost should be around 435% now, or 535% times your base damage.
I'm not sure if this is what you're saying, but bypassing ED has nothing to do with bypassing the damage buff cap. All having additional +damage from Musculature does is reduce the headroom you have before you reach the buff cap.

Let me give a specific example. Let's take a Defender who has ED "max" damage slotting in each attack, so that they have +95% damage enhancement after ED takes its toll. Let's say they're solo, so Vigilance gives them another +30% buff. They also run Assault, which is +18.75% damage for Defenders, and +12% damage buffs from IO sets. That adds up to +155.75% damage.

The Defender damage buff cap is +300%. That means our Defender has room for 300% - 155.75% = +144.25% damage on every attack before they reach the cap. This leaves room for benefit from things like red inspirations, Aim, etc.

Now let's give our Defender Musculature Core Paragon, which is +45% damage enhancement in all attacks, 30% of which ignores ED. I'll leave it as an exercise for the reader to verify that if you start out around +95% damage slotting after ED, Musculature Core Paragon will put you at about +127.5%. So now our Defender's attacks all deal +188.25% damage, leaving them +111.75% more to go before they hit the buff cap. The +30% from Musculature that ignores ED still has to honor the +300% buff cap.

This stuff is pretty easy to test. You should be able to look at an attack's enhancement value in the in-game enhancement screen (and any persistent +damage buffs like set bonuses in the attribute monitor). Then go damage something, and back out the enhancement+buffs value to arrive at a base damage value. Then you can start popping red inspirations and see where your damage stops going up. Then calculate what ratio of your base damage that capped damage is.

It's recommended that you test with a character that's over level 20, since most AT's damage buff cap is reduced below level 21. Also, be sure not to apply any damage resistance debuffs to the target, as you would have to factor those out. This test would not be easy to perform with Sonic Attack, or anyone with a -DR proc slotted, for example.


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Quantum Well: 43 Inv/EM
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
As far as I know, the damage buff cap for all those ATs is +300%, or 400% total.
That was what I was talking about.

Combat Attributes says a starting damage buff of 0% and then caps at some number, but damage is never 0% so that can't be the "total damage cap".
You need to at least add 100% to the combat attributes number.

You supported my point.


I know there is a hard damage cap that can't be exceeded, but the question is....how do enhancements figure in?


Edit:
And, the hard damage cap is above what the Combat Attributes say because the Combat Attributes is only displaying the "damage buff cap" not the "damage cap".


 

Posted

Quote:
Originally Posted by UberGuy View Post
As far as I know, the damage buff cap for all those ATs is +300%, or 400% total.

That's for global buffs. I don't think Enhancements are counted against that cap. Rather than debating it, I said I'd do some testing when I could. That'll answer the questing definitively.


Quote:
Originally Posted by T_Immortalus View Post
I know there is a hard damage cap that can't be exceeded, but the question is....how do enhancements figure in?

Exactamundo.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
That's for global buffs. I don't think Enhancements are counted against that cap. Rather than debating it, I said I'd do some testing when I could. That'll answer the questing definitively.





Exactamundo.
Enhancements are a buff.

The Damage cap includes them, they do not get around it. The only way to "get around" the damage cap is via damage resistance debuffs on your target(s)

http://paragonwiki.com/wiki/Limits#Damage

READ POINT #2!


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Enhancements are counted as part of the cap. Mids will show this on, say, a Defender with Fulcrum Shift, but that's not quite proof since Mids isn't the game, so here are some numbers from in-game:

Scrapper, Crushing Blow, base damage: 112.86 (before averaging in crits). Scrappers have a cap of +400% (5x base damage), so if enhancements are included in that cap, it should max out at 112.86*(1+4)=564.3 against an even-con enemy with 0% smashing resist, and I'll need ~270% of damage buffs to get there.
My Crushing Blow has 128.8% total damage enhancement (thanks to Musculature Core Paragon). If enhancements are not part of that cap, it should max out at 112.86*(1+4+1.288)=709.66 against an even-con enemy with 0% smashing resist, and I'll need 400% of damage buffs to get there.
If ED-bypassing enhancement is outside the cap but regular enhancements aren't, it should cap out at 112.86*(1+4+.3)=598.16, and I'll need ~300% of damage buffs to get there.

I set my mission difficulty to +1 (so enemies would be even-con despite the alpha shift), hopped into a Nemesis tip mission, and hit a Dragoon with a Power Analyzer Mk III (to make sure Dragoons have 0% resist; they do).
I popped 4 large reds (+210%) and Build Momentum (+62.5%), plus set bonuses (4%), bringing me to 276.5% total damage buff. Walk up, bonk a Dragoon with Crushing Blow. Combat log says 564.29 damage.
Build Momentum wore off, I popped another two large reds, bringing my damage bonus to 319%. Hit another Dragoon. 564.29 damage.
Used two more large reds, damage bonus reaches 400% and turns blue. Hit another Dragoon. 564.29 damage.
Okay, so it's .01 points off the calculated value, but that's easily within the realm of a rounding error. The important part here is that the damage was the same in all three cases.

The power's damage stopped increasing a good ~130% before my damage bonus stat turned blue, which only makes sense if the full enhancement value counts against the cap.

Also jeez, yeah, this is on the wiki, common knowledge, and exceptionally easy to test. If you're not sure, take fifteen seconds to buy a bunch of reds and hit something, rather than spend two hours waiting for someone to provide evidence for you.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
That's for global buffs. I don't think Enhancements are counted against that cap. Rather than debating it, I said I'd do some testing when I could. That'll answer the questing definitively.
Test away. You'll find that enhancements do count.


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Posted

Technically a damage enhancement is implemented exactly the same as a red inspiration. The only difference is that the damage buff from it only applies to a specific power.

Or rather, you could think of it as a temporary global damage buff that you get the instant you activate the power, and that goes away the instant after the game calculates the damage, so it's never around long enough to show up in your combat attributes window.

I don't know if it's actually implemented that way, but based on how procs work there are some hints that it may not be too far off the mark. Either way, the entity class damage cap definitely applies to them. Feel free to test and verify, though.

That's one of the reasons that AE farming brutes often didn't bother to slot damage in their powers, because between Fury, stacked Rage, and inspiration combine macros to make reds, they would hit the damage cap quickly anyway.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
That was what I was talking about.

Combat Attributes says a starting damage buff of 0% and then caps at some number, but damage is never 0% so that can't be the "total damage cap".
You need to at least add 100% to the combat attributes number.

You supported my point.
Yes, the display value is the bonus, so the total is 100% plus the bonus. However, you originally said...

Quote:
Originally Posted by T_Immortalus View Post
100% normal damage + about 100% enhancement + 300% buffs = 500% cap
The orange part is not correct. That should not be added. The cap is 400%, not 500%.

Quote:
And, the hard damage cap is above what the Combat Attributes say because the Combat Attributes is only displaying the "damage buff cap" not the "damage cap".
It is correctly displaying the buff hard cap. What it is not showing accurately is how close you are to that cap with each power. You may already be at the cap, but the display will suggest you have more room before you reach it.

Certainly it can be argued that the monitor's label is somewhat inaccurate and/or that the cap display is misleading. However, the monitor has no useful way to show how each power you have is affected by its damage enhancement. So all the monitor shows is globally applicable damage buffs. Basically, when the damage monitor turns blue, what it is telling is that you'd be capped now if you had no damage enhancement at all.

As an aside, while it might seem that the part of Musculature that bypasses ED is globally applicable and so should show up in the damage buff monitor, this isn't the case. Alpha Slot powers only enhance the damage of powers that can actually take the enhancements the Alpha slot offers. Global damage bonuses can enhance the damage of powers even if those powers don't take damage enhancements, but Musculature will not boost them. For an obscure example, Stone Melee/Fault usually does no damage, and doesn't take damage enhancements. However, if you use Fiery Aura/Fiery Embrace first, Fault does do damage. Musculature will not increase this extra damage Fault does under these conditions, but damage bonuses such as Fury or Build Up will.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
The orange part is not correct. That should not be added. The cap is 400%, not 500%.
Ok then, so why does the combat attributes window still start at 0% even though you're fully enhanced for damage?


If they really wanted it to be clear and accurate then they should hack 100% off the damage buff cap for everyone and exclude enhancements from that calculation so that the combat attribute buffs will fully be the value they say and be the full value that applies to powers.

What you are saying is that "300% damage buff is only 300% when completely unenhanced or when enhancements are perfectly enhancing to 100%" which makes calculating damage a REALLY messy affair.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Ok then, so why does the combat attributes window still start at 0% even though you're fully enhanced for damage?
Which power should Combat Attributes refer to, then? I have 45% damage enhancement in Brawl due to my Alpha power, 128.8% in Crushing Blow, and of course Envenomed Dagger has no enhancement value at all. But none of those values are my global damage bonus, which is what Combat Attributes displays. If my damage bonus turned blue at (400-45)=355%, that would still be misleading for the same reason it already is, plus further misleading because unenhanced/unenhanceable powers would continue increasing until I got to 400%. If it turned blue at (400-128.8)=271.2%, it would be misleading because the damage of Brawl and Envenomed Dagger keep increasing past there.