PvM Damage Cap: Difference between revisions

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(Created page with "==Damage Caps== * The Maximum Damage any individual player or tamed/summoned creature can inflict against creatures with any melee hit/spell/effect is now capped at 5000 dama...")
 
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==Damage Caps==
==Damage Caps==


* The Maximum Damage any individual player or tamed/summoned creature can inflict against creatures with any melee hit/spell/effect is now capped at 5000 damage (amounts above this will be reduced down to 5000)
* For effects that trigger additional damage when a player damages a creature (such as Fire Armor Aspect, Weapon Codex Cleave Stances, Weapon Codex Finishers, Wizard's Grimoire Explosion Upgrade, etc), if the total damage from the original hit combined with the resulting additional hits/effects exceeds 5000, the additional hits will be adjusted down so the total damage from all of them combined is 5000 total damage
* In the case of a Swordsmanship weapon special that causes a Bleed effect, the total amount of bleed queued up will be considered towards the 5000 damage cap for the hit (i.e. the weapon hit + total bleed created from the hit cannot exceed 5000 total damage)


* The Maximum Damage any individual player or tamed/summoned creature can inflict against creatures with any melee hit/spell/effect is now capped at 10,000 damage (amounts above this will be reduced down to 10,000)
* For effects that trigger additional damage when a player damages a creature (such as Fire Armor Aspect, Weapon Codex Cleave Stances, Weapon Codex Finishers, Wizard's Grimoire Explosion Upgrade, etc), if the total damage from the original hit combined with the resulting additional hits/effects exceeds 10,000 the additional effects will be adjusted down so the total damage from all of them combined is 10,000 total damage
* In the case of a Swordsmanship weapon special that causes a Bleed effect, the total amount of bleed queued up will be considered towards the 10,000 damage cap for the hit (i.e. the weapon hit + total bleed created from the hit cannot exceed 10,000 total damage)
* Aspect Specials are the exemption to this rule and the damage from the initial Melee Hit / Spell Cast will NOT be combined with any damage resulting from the Aspect Special effect towards a 10,000 damage cap (the weapon hit/spellcast and aspect special effect will each have their own individual cap)




Note: The vast majority of weapon/spell/effect hits that players will experience normally will never even come close to the 5000 damage threshold, and this mechanic is largely meant to be a safeguard against certain insane outlier scenarios where a player is under the effect of a mountain of temporary group-based buffs, the target is under a mountain of debuffs, as well as a huge amount of RNG help with other mechanics. To put things in perspective, 5000 damage is nearly one-shotting a Spectral Terror, so the chance this occurs is very, very low and should remain as such
 
 
Note: The vast majority of weapon/spell/effect hits that players will experience normally will never even come close to the 10000 damage threshold, and this mechanic is largely meant to be a safeguard against certain insane outlier scenarios where a player is under the effect of a mountain of temporary group-based buffs, the target is under a mountain of debuffs, as well as a huge amount of RNG help with other mechanics.

Revision as of 17:59, 21 June 2021

Damage Caps

  • The Maximum Damage any individual player or tamed/summoned creature can inflict against creatures with any melee hit/spell/effect is now capped at 10,000 damage (amounts above this will be reduced down to 10,000)
  • For effects that trigger additional damage when a player damages a creature (such as Fire Armor Aspect, Weapon Codex Cleave Stances, Weapon Codex Finishers, Wizard's Grimoire Explosion Upgrade, etc), if the total damage from the original hit combined with the resulting additional hits/effects exceeds 10,000 the additional effects will be adjusted down so the total damage from all of them combined is 10,000 total damage
  • In the case of a Swordsmanship weapon special that causes a Bleed effect, the total amount of bleed queued up will be considered towards the 10,000 damage cap for the hit (i.e. the weapon hit + total bleed created from the hit cannot exceed 10,000 total damage)
  • Aspect Specials are the exemption to this rule and the damage from the initial Melee Hit / Spell Cast will NOT be combined with any damage resulting from the Aspect Special effect towards a 10,000 damage cap (the weapon hit/spellcast and aspect special effect will each have their own individual cap)



Note: The vast majority of weapon/spell/effect hits that players will experience normally will never even come close to the 10000 damage threshold, and this mechanic is largely meant to be a safeguard against certain insane outlier scenarios where a player is under the effect of a mountain of temporary group-based buffs, the target is under a mountain of debuffs, as well as a huge amount of RNG help with other mechanics.