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

05/01/2016 23:12 jjakub#931
There is no point make +20 weapons when there is only 65k DMG cap . Mostly just for effect
05/02/2016 02:25 xtJamie#932
+20 on kr is largely to rinse cunts for money but also damage cap is 200k.
05/02/2016 05:31 thehacker12#933
Quote:
Originally Posted by xtJamie View Post
+20 on kr is largely to rinse cunts for money but also damage cap is 200k.
Will damage cap be 200k on zeron?
05/02/2016 08:57 bog18dy#934
Quote:
Originally Posted by thehacker12 View Post
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.
05/02/2016 12:38 superhdpawaaa#935
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.
05/02/2016 13:03 matchetator#936
Quote:
Originally Posted by superhdpawaaa View Post
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.
05/02/2016 13:12 bog18dy#937
Quote:
Originally Posted by matchetator View Post
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.
05/02/2016 15:09 TheSynthe#938
Quote:
Originally Posted by bog18dy View Post
^ 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
05/02/2016 15:14 bog18dy#939
Quote:
Originally Posted by TheSynthe View Post
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 shit was, this is why a new cap was needed, it happens when you introduce things without thoughts just to grab the money.
05/02/2016 16:59 xtJamie#940
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.
05/02/2016 17:54 bog18dy#941
Quote:
Originally Posted by xtJamie View Post
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) ?
05/02/2016 18:39 superhdpawaaa#942
Ofcourse displayed. You need to know how much dmg your;e hitting.
05/02/2016 19:48 zl0rd#943
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
05/02/2016 20:58 ytcns#944
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.
05/02/2016 21:40 superhdpawaaa#945
bogdy any other things you want to ask us other than the dmg cap?