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BlumpkinMan 06-08-2017 11:44 AM

Damage Cap Question
 
Hi, i'm a BRAND new Everquest player , so please be easy on the abbreviations and Everquest lingo.

I'm curious if the apparent damage cap ever goes away? I'm level 13, and am capped out at 28 damage per swing. I've read that at level 20 my cap becomes 60 damage per swing, but I can't find any information after that.

Basically, I'm just wondering if the damage cap ever becomes unlimited? It's not very fun to collect gear that would increase my power, because of the cap. Maybe there's a different class I should be playing?

Thank you.

Jimjam 06-09-2017 02:57 AM

If I recall correctly (good chance I do not..) there is a cap until 30 too, but you need a pretty chunky weapon to meet it.

Damage caps were recently overhauled though, so take anything you read with a pinch of salt.

Vanilla EQ was pretty good at offsetting twinking (until Kunark rolled around with high damage, low delay weapons, huge regen items and so on :p).

Caiu 06-09-2017 03:55 AM

http://i.imgur.com/Ddqb55q.png

BlumpkinMan 06-09-2017 04:07 PM

Quote:

Originally Posted by Jimjam (Post 2537073)
If I recall correctly (good chance I do not..) there is a cap until 30 too, but you need a pretty chunky weapon to meet it.

Does this mean that there is no cap AFTER 30?

BlumpkinMan 06-09-2017 04:17 PM

Quote:

Originally Posted by Swish (Post 2537047)
So brand new you're using twinked weapons? :p

If you're a tank you're not meant to be doing huge damage, just holding aggro mainly and helping a bit after that.

If you're a rogue or monk (or a ranger) the damage just keeps building as you level.

19 is the last capped level that I remember but I'm not big on numbers - just doing the right thing for my group (tanking,taunting,etc)

Thanks for the reply, I'm mostly just trying to figure out if this game is for me based on what I like to do in other games. However, I should have mentioned this is my first Multiplayer Online Role Playing Game EVER. So phrases like twinked, tank, aggro, and taunting are all lost on me.

When I play single player RPGs, I enjoy making my character very powerful as early on as possible so then I can beat enemies that I'm not technically supposed to be able to yet, hence my question about the damage cap.

Icetech 06-10-2017 10:10 AM

28 dmg a swing?! wtf.. my 20 sk i think just now does 28... i hate twinks..

xKoopa 06-11-2017 11:22 AM

Quote:

Originally Posted by BlumpkinMan (Post 2537450)
Does this mean that there is no cap AFTER 30?

Damage cap goes away at 30. I think the cap up to lvl 30 is 120ish damage per hit

Caiu 06-11-2017 02:33 PM

Damage cap does not go away at 30 due to newest patch. What I posted is the current max base dmg caps.

Pyrion 06-11-2017 02:58 PM

Priest do not have a lower damage cap, so that image above is wrong. Just leveled a cleric, so i do know.

Caiu 06-11-2017 03:20 PM

Quote:

Originally Posted by Rogean (Post 2467148)
Code
  • Haynar: Using sneak while FD will no longer work as a memblur.
  • Haynar: Entities will be dropped from an NPC's hatelist after 10 minutes of adding no additional hate.
  • Haynar: Implemented class specific level based weapon damage caps. Thanks Demonstar55 from EQEmu.
  • Haynar: Added "lazy aggro" behavior for NPCs. If they get too far from their target, they will no longer chase.
  • Haynar: Merchants that face their target when hailed, will now have a delay before their heading returns to normal.
  • Haynar: Fixed blind to function better when someone moves in and out of range. Moving back into combat range, and the mob should stop fleeing. Going out of range they should start fleeing again. Casting blind on an NPC with someone in combat range, will no longer cause mobs to flee right away.
  • Haynar: Altered how sneak pulling works on social aggro. Mobs on same faction, should no longer be fooled as easily.
  • Haynar: Linkdead players will no longer take faction hits.
  • Haynar: Added witness checks for beneficial spells.
  • Haynar: Added a 30 sec check for dropping aggro if beyond chase distance.
Content
  • Nilbog: [Feb 2001] Added ground spawns for Strange Dark Fungus and Underfoot Mushroom
  • Nilbog: Forlorn Totem of Rolfron Zek drops with correct amount of charges
  • Alunova: Sontalak, Zlandicar, Wuoshi and Klandicar will have a harder time fearing players.
  • Telin: [Aug 2001] Researcher's Badge quest (Qeynos Badge #3) is now live.
  • Telin: Oobnopterbevny now roams the disease-filled plains of West Karana.
  • Telin: Corrected robe appearance for female heretic invaders in Stonebrunt.
  • Telin: Corrected pathing for heretic invaders in Stonebrunt.
  • Telin: Jewelcrafters can now fashion together an Imbued Golden Plains Earring.
  • Telin: Corrected loot for Thistle Underbrush.
  • Telin: Corrected appearance for Kaiaren.
  • Telin: Corrected Prowler of the Jungle's hail text.
  • Telin: Adjusted Cynthia's spawn time and damage to classic levels. Also added a missing death emote.
  • Telin: Ghost of Ridossan is now the appropriate level. He also sees through invisibility and will cast more spells.
  • Telin: The Bat Fur and Beetle Leg quest in Paineel is now multiquestable and also rewards more faction.
  • Telin: Corrected faction for Going Postal quests.
  • Telin: Corrected Hill Giant loot which includes removing high-level research items and daggers, greatly increasing the weapon drop rate and increasing the variety of gems/jewelry dropped.
  • Telin: Changed the named of "a kodiac" in Mountains of Rathe to the classic "a kodiak bear".
  • Telin: Added loot to Guard Dykalin and corrected appearance.
  • Telin: Added loot to Brill, Lysandra, Albain, Kedryll, Marianna, Tomas, and Solvedi in the Mountains of Rathe.
  • Telin: Corrected Boon of the Garou's Lifetap spell animation.
  • Telin: Adjusted loot for greater dark boned skeletons in Unrest.
  • Telin: Increased faction rewards for the Red and Orange Sash quests.
  • Telin: Adjusted loot and added items to the thaumaturgist.

Later on in the thread Demonstar posts(https://www.project1999.com/forums/s...&postcount=160) the actual code used which is where that table is derived from. Casters and Melee conform to the table I do not have a priest to test it on but not sure why they would say they implemented something when they didn't.


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