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[NEW] ZeroN 9D - The Ultimate 9D Server

Discussion on [NEW] ZeroN 9D - The Ultimate 9D Server within the 9Dragons forum part of the MMORPGs category.

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Old 05/01/2016, 23:12   #931
 
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There is no point make +20 weapons when there is only 65k DMG cap . Mostly just for effect
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Old 05/02/2016, 02:25   #932
 
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+20 on kr is largely to rinse ***** for money but also damage cap is 200k.
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Old 05/02/2016, 05:31   #933
 
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+20 on kr is largely to rinse ***** for money but also damage cap is 200k.
Will damage cap be 200k on zeron?
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Old 05/02/2016, 08:57   #934
 
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Will damage cap be 200k on zeron?
65k, but like I said we'll use a different dmg system, more suited for the version we'll be using.
Hybrid dmg overflow will finally be fixed too.
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Old 05/02/2016, 12:38   #935
 
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bogdy Why can't make you it 200k? The new refinement levels are great but keeping the dmg cap to 65k is useless. -: My opinion.
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Old 05/02/2016, 13:03   #936
 
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bogdy Why can't make you it 200k? The new refinement levels are great but keeping the dmg cap to 65k is useless. -: My opinion.
They probably don't have access to the code.
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Old 05/02/2016, 13:12   #937
 
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They probably don't have access to the code.
^ This and it's not necessarily a bad thing, things can work right with 65k dmg cap too.
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Old 05/02/2016, 15:09   #938
 
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^ This and it's not necessarily a bad thing, things can work right with 65k dmg cap too.
so are you going to take the skills and weapon dmg down so that hitting 65k would be like hitting 200k on kr servers or what i don't understand
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Old 05/02/2016, 15:14   #939
 
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so are you going to take the skills and weapon dmg down so that hitting 65k would be like hitting 200k on kr servers or what i don't understand
^More or less, yes.

Also, I want grinding to be unaffected by this change, so mobs won't take ages before they die.

In theory it work, remains to be seen in practice.

We have to work with what we have to work, our resources have been expanded by a looot since zeron joined, but we still can't modify the dmg cap, we're missing client source code to match what we have on server side.

65k damage cap wasn't a problem in the first place, introducing KR unstable **** was, this is why a new cap was needed, it happens when you introduce things without thoughts just to grab the money.
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Old 05/02/2016, 16:59   #940
 
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Well confused how you can say 65k cap will fix the Integer overflow bug when it still happens on KR with a 200k 'soft cap' they added a ceiling to the cap aswell.
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Old 05/02/2016, 17:54   #941
 
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Well confused how you can say 65k cap will fix the Integer overflow bug when it still happens on KR with a 200k 'soft cap' they added a ceiling to the cap aswell.
They can make 300k dmg cap, ck hybrids will still overflow. Like I said, it wasn't the cap that was the problem, but rather untested content.

By the way guys, would you like to have the dmg displayed or hidden (like it is on RF) ?
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Old 05/02/2016, 18:39   #942
 
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Ofcourse displayed. You need to know how much dmg your;e hitting.
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Old 05/02/2016, 19:48   #943
 
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Ofc displayed , Everything that RF has is cr@p , i hope this dmg thingy wont affect pvp dmg , like on 9d pk where you hit in pvp even 20k oO
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Old 05/02/2016, 20:58   #944
 
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Well me and my friends want to see damage. Also if you are going to change things about damage. Please test it alot. We dont want to see 20k hit on a mob with +17 HG spear in release. Because we were hitting 65k and we are used to it for years.
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Old 05/02/2016, 21:40   #945
 
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bogdy any other things you want to ask us other than the dmg cap?
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