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Author Topic: Weapon damage  (Read 9260 times)
Natedog
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« on: September 12, 2012, 12:50:25 am »

With the server being updated would it be possible to add higher damage to the higher epics? The 5.5 and 6.0

Just wondering and thank you!


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Xiggie | Stone
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« Reply #1 on: September 12, 2012, 12:53:38 am »

I think it would be awesome to trade some blue damage for some white damage. I think it would also help with peoples lag issues as well. Zone stability couldn't hurt from it either.
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Camric
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« Reply #2 on: September 12, 2012, 04:29:53 pm »

I think it would be awesome to trade some blue damage for some white damage. I think it would also help with peoples lag issues as well. Zone stability couldn't hurt from it either.

There's a limitation of how much base damage a weapon can have, thus the need for augments to scale damage.
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Xiggie | Stone
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« Reply #3 on: September 12, 2012, 04:42:14 pm »

I have seen on some other servers where people are hitting in the tens of thousands though? Maybe I am misunderstanding what you are saying?
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Gannicus
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« Reply #4 on: September 12, 2012, 04:47:29 pm »

I have seen on some other servers where people are hitting in the tens of thousands though? Maybe I am misunderstanding what you are saying?
Yeah, there used to be a time on lootfest where people could hit for over 25mil damage and that was all based off weapon damage
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lerxst2112
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« Reply #5 on: September 12, 2012, 05:47:54 pm »


There's a limit on the amount of damage you can have on the actual weapon by itself, but augs can add weapon damage as well.  The problem lootfest ran into was that they were rolling over some of the calculations so they would become negative for special attacks like backstab.  The damage calculations often involve multiplying the numbers by 100 or 1000 to avoid having to deal with percentages and then dividing them back down to get the final number.  Their numbers were pretty extreme though, I don't think they would ever get that high here.  Moving some of the damage to the weapon would make it more consistent since it wouldn't be dependent on procs, but then you wouldn't have the multipliers you get from a UC and such.
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Xiggie | Stone
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« Reply #6 on: September 12, 2012, 05:56:30 pm »

but then you wouldn't have the multipliers you get from a UC and such.

Brilliant point sir. Shoots my idea to shit but for good reason.
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Hunter
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« Reply #7 on: September 12, 2012, 06:00:59 pm »

I'll probably toy with weapon damage soon. Yes I'm sure there are limits to the damage. I guess we'll have to find out through experimenting. If at some point we start to roll over and/or get negative numbers then I guess we'll cap it there.

I think lower clients like Titanium won't show any weapon damage number over a certain amount, maybe 255, but actual damage done would be calc server side. Just another good reason for everyone to do the enevitable upgrade to Underfoot.
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Hunter - EZ Server GM
Camric
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« Reply #8 on: September 12, 2012, 06:10:15 pm »


I think lower clients like Titanium won't show any weapon damage number over a certain amount, maybe 255, but actual damage done would be calc server side. Just another good reason for everyone to do the enevitable upgrade to Underfoot.


Good point Hunter, my testing was using the titanium client so that very well could be corrected with underfoot.
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Xiggie | Stone
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« Reply #9 on: September 12, 2012, 06:29:00 pm »

Is there a way to add a modifier to the UC to + weapon damage?
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Natedog
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« Reply #10 on: September 12, 2012, 06:47:37 pm »

Is there a way to add a modifier to the UC to + weapon damage?

Yes but this requires a worn effect damage modifier.
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Natedog
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« Reply #11 on: September 12, 2012, 06:56:20 pm »

I'll probably toy with weapon damage soon. Yes I'm sure there are limits to the damage. I guess we'll have to find out through experimenting. If at some point we start to roll over and/or get negative numbers then I guess we'll cap it there.


I've created a weapon with 200,000 damage 10 delay on Underfoot and the damage did not roll over. I was hitting for millions of damage.


Its around 15+++million damage per hit that damage will eventually roll over .. I never noticed negative numbers.. instead it went back to 0 and started over so ... when they broke the CAP on damage it would just do like 5million damage because it rolled over the cap and went back up to 5mil.


The cap on damage is really hard to hit unless you start making silly shit like I did lol.

I do however remember seeing Negative numbers when dealing with Magic spells.. when they rolled over the 15+++million damage cap they went pure negative numbers.

Hope some of that info helps... I could go back and try to find the exact damage CAP.. but its such a high number that EZ shouldn't have to worry about it for quite some time.
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Natedog
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« Reply #12 on: September 12, 2012, 07:49:04 pm »

Heres some ideas of what damage looks like with silly weapons...


300% weapon damage like Xiggie was talking about as a Worn effect .. plus a 50,000 damage weapon
http://i574.photobucket.com/albums/ss189/jdub1337/weapondmg.jpg


This one is a fist weapon with 200,000 damage and no weapon damage modifier.... (( Note with the modifier it was getting close to the damage CAP))
http://i574.photobucket.com/albums/ss189/jdub1337/fistdmg.jpg


When I cast the 300% modifier on myself with the 200,000 weapon I was hitting for around 12million
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Griz
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« Reply #13 on: September 12, 2012, 10:15:48 pm »

Ultimate fist sounds like a good porno name
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lerxst2112
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« Reply #14 on: September 12, 2012, 10:57:27 pm »

I could go back and try to find the exact damage CAP.. but its such a high number that EZ shouldn't have to worry about it for quite some time.

The problem with thinking about one cap is that it's pretty hard to figure out what the highest possible combination is, and which formula is the one most likely to break.  I think backstab is the one most likely to roll over, but stuff like trueshot and one of the bard discs roll over pretty easily too under certain conditions.  Then you need to consider any buffs someone might end up with and it's a pretty complicated issue.  It is a little simpler here though since there aren't any bots which use some different formulas.

I do agree that if numbers are kept reasonable the likelihood of rollover is greatly reduced.  I don't remember the exact number where it became an issue on lootfest, but I think t was something like 40k which seems totally unreasonable for the content here.
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