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  1. #1
    Senior Member
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    Unrest

    Default +CA and +Spell caps need to be removed

    These never made any sense to begin with and now with the massive abundance of +CA and +Spell damage on almost every piece of gear, especially the new revamped Sebilis loot, these caps really need to be removed to allow for progression for not just raiders but casual players alike.

    It also never made sense to punish every class in the game except Predators, Sorcerers, and Rogues because CA and Spell caps are set so ridiculously low.

    If this trend continues, there will be 0 progression through gear from +CA and +Spell damage due to everyone being at the cap.

    Like most high end raiders, I am at +630 CA damage, +880 with procs and ~1k with a Bruiser, which puts me at either the low end or high end of the cap on almost every single one of my skills.

    This needs to change now.

  2. #2
    haz emo hairs and batwings
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    Default Re: +CA and +Spell caps need to be removed

    just out of curiosity / newbishness -- what is the cap for +CA and +Spell dmg?

    I guess around 1k judging from your post, but I dont know

  3. #3
    DeePeeEss
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    Kanian
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    Crushbone

    Default Re: +CA and +Spell caps need to be removed

    i think the cap is based on the original damage amount of the ca or spell

  4. #4
    Senior Member
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    Default Re: +CA and +Spell caps need to be removed

    It's half the base damage so if your CA is 600-1200 your +CA damage cap for that CA is 300-600.

  5. #5
    Unpatriotic Rotten Doctor Commie Rat
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    Default Re: +CA and +Spell caps need to be removed

    How would this work for the many tiny DOTs some classes have? You would be able to boost them to insane dmg by loading up with +spell items, totally defeating their purpose. And classes that rely on autoattack for lots of their damage would be fucked because their CAs have a longer recast than, say, an enchanter's spells.

    It's like with heal crit, or melee crit. Where to go after 100%...

  6. #6
    WTFux Orochan's Avatar
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    Default Re: +CA and +Spell caps need to be removed

    100% melee crit doesn't guarantee a crit all the time, just saying.
    Quote Originally Posted by Otis View Post
    Mod Vinyard,

    Admin Otis here. I don't do mod wars, see you in three days.

  7. #7
    make war, not love firamas's Avatar
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    floating in
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    the digital aether

    Default Re: +CA and +Spell caps need to be removed

    Well then change is to 108%, or whatever is relevant to the con of your enemy. The point is that a lot of people are hitting hard/soft caps right now. You can blame that on one of two things:

    1) Poor itemization (devs made the bonuses on T8 gear too good).
    2) Poor combat engine mechanics (the caps are set at inappropriate points, or a diminshing returns curve has failed to be effective).

    They are two different angles to approach the same problem, and at least one of them needs to be addressed.

  8. #8
    Scito te ipsum Slippery's Avatar
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    Arabel/Iguards
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    Equilibrium
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    AB

    Default Re: +CA and +Spell caps need to be removed

    You can't remove the cap on spell and ca damage without breaking game balance unless you want to go back to a system of up to based on cast time. The cap was put in place so classes like enchanters who cast a ton of spells don't become even more broken.

  9. #9
    Senior Member
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    Default Re: +CA and +Spell caps need to be removed

    All the cap does now is penalize classes for having low hitting CA's or spells, or DoT's (since DoT's will most likely have a small damage ticks which means the first tick can only be frontloaded a limited amount).

    Ex of classes who get screwed with the current system:

    Necros
    Warlocks
    Bards
    Brawlers
    Enchanters
    Quote Originally Posted by Snark View Post
    AVATAR CLOAKS WILL BE READY SPRING 08
    OOPS I MEAN SUMMER 08
    I THINK THEY FORGOT WE'RE IN THE CLEAR

  10. #10
    Retired!
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    Retired

    Default Re: +CA and +Spell caps need to be removed

    Quote Originally Posted by Dants View Post
    All the cap does now is penalize classes for having low hitting CA's or spells, or DoT's (since DoT's will most likely have a small damage ticks which means the first tick can only be frontloaded a limited amount).

    Ex of classes who get screwed with the current system:

    Necros
    Warlocks
    Bards
    Brawlers
    Enchanters
    That was the idea. I mean, sure, I'm sure enchanters would love the cap to be removed so they could parse 10k, but on the other hand, how about no?

    If they wanted bards and chanters and brawlers to do more DPS, they would raise the amount of base damage their spells and CAs did, which would in turn raise their spell/CA damage cap and voila their DPS would go up. Obviously that's not what they have in mind, hence the system having checks and balances.

    It was put in exactly for that reason, to "screw" enchanters, bards, brawlers, etc, out of doing too much dps so I'd say it was working as intended, and made perfect sense.

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