Damage Caps, Rollovers, and other #'s ---edit 9.03.09

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hellsarah
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by hellsarah » Sat Jul 05, 2003 12:46 am

MaxStirling";p="105967" wrote:Just a quickie: I figure you can get around this a bit with Crushing Blow equipment. If I am correct, Crushing Blow lops off a percent (half?) of a monster's life if it's successful. I am assuming that this works outside of the normal damage caps. I am looking to get a high CB for my 'zon (since CB is halved for ranged [I think?]) and see if she can handle high players x in Hell. If someone can throw me a yea or nay who knows how the code works, it might save me from three years of crafting to get high CB equipment. . .

BTW, this mod has taken over my life :)
any answer ? :)

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by mister » Sat Jul 05, 2003 1:21 pm

Crushing blow removes a percent of a monster's current hp:

:arrow: Normal monster: 1/4 Melee, 1/8 Ranged Attack.
:arrow: Other (bosses, champs...): 1/10 Melee, 1/20 Ranged Attack.

Multiple Crushing Blow adds chance of triggering, not damage, so 100% is enough (although is most likely capped at 75, maybe 95%)

Unless Kato tweaked something, of course.

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by hellsarah » Sat Jul 05, 2003 1:52 pm

ok i rewritten ze question ^_^

if i get 100% crushing blow i'll do it each hit so with my zealot i will do a least 7/10 life of any monster is this 1/10 damage capped or not ? will i kill those infamous drake in 10 hit or not?

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Kato » Sat Jul 05, 2003 3:52 pm

:arrow: Crushing Blow inflicts a percentage of the REMAINING hps, not original hps. So, no, you won't necessarily be able to kill Drakes in 10 blows. ;)
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by mister » Sat Jul 05, 2003 10:29 pm

Also, IIRC, in Nightmare and Hell you can't reduce the monster's life below a certain percentage with Crushing Blow.

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by hellsarah » Sun Jul 06, 2003 3:27 pm

so no cap on CB :)

cool :)

gonna craft some demon token asap :)

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Will_Frag_For_Cash » Mon Jul 07, 2003 7:26 pm

:P who says you can't kill a drake in just a few blows? anyway, is there some kind of low level damage cap thing? it just {filtered} me off when it takes me as many hits to kill NM diablo players eight as it does without it, and i'm not doing too much damage...maybe a max of 25k....i think i might just suck at this game, you people talking and worrying about a damage cap at more than twice that....what level are you people? ;) i don't know what i'm going to do about that diablo...anyway...oh yeah, :idea: , is there any chance that the drops and quest rewards are going to be modified in any way? i'm not saying that i don't like the fact that i can take 30 seconds, do a jog through the Arreat Plateau and end up getting a few Zy's from Larzuk, but that kind of takes the rarity out of them. don't get me wrong, this is the best mod i've ever played, and this mod is the only reason i'm still playing LOD still, but if you're going to make Zy's (which in vanilla was just about the HARDEST item to get) as easy as they are to get, why not make the Diablos and Mephistos drop a unique or two every once in awhile? :D
:) a nyway, back to the damage thing. is it possible that it's something other? maybe some IAS or some darn thing? i notice that my Pally just kind of stands still when i attack any more, and those petty hell creatures magically are blown to small pieces as they get close...

:mrgreen: on second thought, you could just ignore this, i'm going to go work on getting to the first CONFIRMED damage cap
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by pmpch » Tue Jul 08, 2003 1:46 pm

Are missile elemental damages not effected by these caps or is it just me, I've been testing around with a 100k fire damage throwing potion. According to the cap at 87k, they shouldn't do any damage to enemies, well they do.

This includes 1.09 and 1.10.

Further, has anyone noticed changes to caps using 1.10?
Last edited by pmpch on Mon Aug 04, 2003 6:43 pm, edited 2 times in total.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Kato » Tue Jul 08, 2003 5:32 pm

[quote=pmpch";p="112427"] Further, has anyone noticed changes to caps using 1.10?[/quote]

:arrow: The damage caps are not a problem in 1.10 because there is no way to get anywhere near the damage caps in "vanilla" LOD. Why? There are no stacking recipes available. Only in mods. ;)
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by DoOfoOs » Fri Jul 11, 2003 6:23 am

Don´t Laugh but I had 2.000.000 ar when using the combat shrine on my amazon and she is only lvl 300 so I guess there is no cap for ar

Yes, she was hitting and a lot :)
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Soulcatcher » Fri Jul 11, 2003 9:02 am

As I stated in a previous post there is a rollover point on ar it us usually in the neighborhood of 21 million. Yes thats right 21 million, and it is easily doable in this mod with a few bocl ar mods.

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by justanother » Fri Aug 15, 2003 1:07 am

Have recently run across an interesting bug.

When you have 250 or so scrolls in your book, and you use a hotkey for a Townportal, it says you have 0, thus by not working.

:idea: Though you can click on the book and get a Town Portal.
----------------------------------------------------------------------
Something unique and strange, related to above more than likely.

:mrgreen: Was testing, and now I got a book that seems immortal.

Can cast townportal on top of townportal and not go down any (around 278 scrolls).

Hotkey keeps decreasing but the book don't, when the hotkey says 0 then click on book and it subtracts 1 from the book and gives you more in the hotkey.

:arrow: Don't know if this makes much sense, just note that if you have between 250 and 300 scrolls in book, you may get weird results.

By the way 250 and 300 or just an estimated range based on limited testing.
Last edited by justanother on Fri Aug 15, 2003 1:10 am, edited 1 time in total.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Kato » Fri Aug 15, 2003 1:10 am

:roll: The magic number is probably 255 or 256 - that's the one byte rollover number. I guess I could easily fix this by limiting max scrolls to 250 or less. ;)
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by xxxRIPTERxxx » Wed Aug 20, 2003 5:46 pm

hey kato there is is a damnage cap for zons eh???lol cause mine is doing 192k damage and im NOT missing ..i kill way faster now too its odd lol i found a special item that increases your damage by alot (mix and max) lol might be bugged :twisted:

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by HK8888 » Thu Aug 21, 2003 6:08 am

May I know what is that weapon?

:D :D

HK

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by xxxRIPTERxxx » Thu Aug 21, 2003 7:01 am

hint..its not a weapon lol my reg weapon is 33 to 50 on bow lol a rare weapon lol works perfectly even though its crap..u dont need good items to be powerful

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by deathfiend » Fri Aug 22, 2003 3:57 am

:arrow: might have already mentioned this but I didn't feel like reading 4 pages right now :roll:

:arrow: The grizzly bear for the druid caps or rollovers (I'm not sure) at circa slvl. 115. I say the circa cause i was using megaload crafting recipes, but it is within 3 slvl's of 115. This matches with the estimate of physical damage cap of 87k... the bear has almost exactly that at slvl 115.

:arrow: Hope this helps :mrgreen:
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by justanother » Mon Aug 25, 2003 6:34 am

I admit, I am lazy tonight.

A while ago someone mentioned that 63K magic damage was the max attainable in a weapon.

Well, I have maxed Gold Find at 63,487 in a jewel.

So be warned if you are using 3.0 and above, if you are close to 63,000, for a mod, in an item, watch as you craft, you may hit the item limit max.
Last edited by justanother on Mon Aug 25, 2003 12:41 pm, edited 1 time in total.
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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by KuRsE » Wed Sep 24, 2003 9:57 am

Hello I am new to these forums, but this thread caught my eye. I, like Grim and soulcatcher come from a Open B.net dueling background. I would like to say I love this game first off. Second I would like to add some info I have gathered. (These are based from open dueling so I'm not sure if they pertain here, but here it goes).

Max life = 8,388,608 (or 2^31/256 = max life)

Max Dmg = 83,886.08 (or 2^31/256/100 = max Dmg)

Max AR is usually 21 mill, but this can also be rolled. In Open I use a -2bill ar and still hit monsters very well (actually 95% of the time)

Like Grim said earlier dmg can be rolled, to again be used effectively.

Here is a short list of some roll overs for dmg.

1-83886

167773-251659
335545-419431
503317-587203
671089-754976
838861-922747

1006633-1090519
1174405-1258291
1342177-1426063
1509949-1593835
1677721-1761607
1845493-1929379

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by D2crazed » Sat Oct 04, 2003 4:11 am

This list suggests to me that at no matter what your damge 'shows' you will always do somewhere between 1 and 83886 damage. Simple subtraction... so if you just rolled over to 1845495 you'd be doing 2 damage.

hmm...

that's not cool.

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by bc » Sun Oct 05, 2003 3:01 pm

KuRsE: testing with hydra and thunder storm gave a max dmg at 87k , so i think the formula from page 1 is correct.

bc

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Soulcatcher » Mon Oct 13, 2003 9:49 pm

BC that is incorrect, 87K damage with an elemental damage will work with a monster that has resist% Try that against a 0% resist monster and you will find that you do 0 damage.

That is why the damage of 83k is my recomended damage cap, it is tested against a 0% resist dummie, trust me we do this kind of testing alot on open, it is much more easily controlled there.

Although you can feel free to set all of your damages at 87k or even 100K its no skin of my teeth if you find monsters you cant kill :twisted:

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Jack Nipper » Tue Oct 14, 2003 10:05 am

[quote=Soulcatcher";p="132770"]BC that is incorrect, 87K damage with an elemental damage will work with a monster that has resist% Try that against a 0% resist monster and you will find that you do 0 damage.

That is why the damage of 83k is my recomended damage cap, it is tested against a 0% resist dummie, trust me we do this kind of testing alot on open, it is much more easily controlled there.

Although you can feel free to set all of your damages at 87k or even 100K its no skin of my teeth if you find monsters you cant kill :twisted:[/quote]
:!: Yes, I have to agree with Soul, I confirm safe is 83k.
But I have some question, when I have dmg between 83-166k, I do nothing? (I was trying it, but not for enough long time and without any help prgs to call it testing :lol: and having some bad stuff for testing on: Deadly strike....) If it is so, then is beginning of this thread completly confusing....
And now...back to work...

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Soulcatcher » Wed Oct 15, 2003 9:38 pm

Been a while since I did the tests, I took a quick look, and I have misplaced my notes, but if you really want to test this... You need to remove all damage multipliers, as they take effect in odd ways. Then you create a test dummie that has non-rolled life, and test away.

Your damage when you pass the cap goes back to 1-2 damage then slowly works its way back up. Although as you go thru you can hit negative damage numbers that display as 1-2 but will actually do damage much greater than that, some even speculate that they do better damage then 83k.

That is more the purview of an open character tho, and for this mod, if you play realm, where you don't have exact controll of your character and can easily edit them, I reccomend just hitting 83K the first time.

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Re: Damage Caps, Rollovers, and other #'s ---edit 4.07.03

Post by Jack Nipper » Thu Oct 16, 2003 9:07 am

[quote=Soulcatcher";p="133057"]Been a while since I did the tests, I took a quick look, and I have misplaced my notes, but if you really want to test this... You need to remove all damage multipliers, as they take effect in odd ways. Then you create a test dummie that has non-rolled life, and test away.

Your damage when you pass the cap goes back to 1-2 damage then slowly works its way back up. Although as you go thru you can hit negative damage numbers that display as 1-2 but will actually do damage much greater than that, some even speculate that they do better damage then 83k.

That is more the purview of an open character tho, and for this mod, if you play realm, where you don't have exact controll of your character and can easily edit them, I reccomend just hitting 83K the first time.[/quote]
Thx for reply, yes I can see the point.
Just have to say, that I managed many times my dmg over the cap and then back under 83k and so on and with all element dmg, it shows very bad numbers in charscreen, but only way I can be sure, is just to go outside and try hitting the monsters, than I realize that is the same for me (on hell diff) when I see 60k dmg in the screen or 110k or 130k, and seems to have not big diff in kill speed... :( with all this dmg modifiers....so I let the phys. dmg as it is, and only improve the elemental dmgs (it helps in speed, I can see it) :D (I will try the 80k club :lol: )
And now...back to work...

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