07-26-2016, 02:10 PM
It goes beyond simply not doing enough damage; it's not worth using at all because of the combination of making targets unmarkable in conjunction with the fundamentally broken way individual skill damage caps are always calculated; Every other use of Claret Call is better for it.
Even if the damage cap was raised to, say, 500, all that would change is it does the actual cap now, since the cap is applied BEFORE defenses. To use a pre-GR example, R1 board shaker was supposed to CAP at "25 damage," yet testing it against Jammers with 22 res led to doing 3 damage, since the cap is apoplied first before all reductions. This means that the damage "cap" is nothing more than a broken lie since it's physically impossible to get anywhere near it unless you're testing against a Jammer Cave Jammer.
How it SHOULD work is that the damage cannot exceed the cap, but defenses are applied from the pre-capped base (So, keeping with this pre-reckoning R1 Board Shaker example, if 41 damage would have been done, the end result is 19 damage instead of being 100% literally useless at 3.) In other words, make it so the DAMAGE CAP is the ACTUAL cap on damage it can ACTUALLY do. To put this into Ether Invitation context, if you're missing 500 HP and your opponent has 50 scaled defense, you should be able to do the actual cap of 250 instead of hitting a brick wall at 125 because the cap was applied before their defense.
Start by fixing the mechanics for damage caps in general, then we can come back and discuss tweaks to this. Because it does need them; even the suggestions listed barely put it above Mad Chop, which is quite frankly much simpler to use without locking you out of other things you can do for several turns. Simply jacking the cap up is not a good idea due to the fact that some characters can and do break 1000 HP with gigantic genes and high Vit/San.
Even if the damage cap was raised to, say, 500, all that would change is it does the actual cap now, since the cap is applied BEFORE defenses. To use a pre-GR example, R1 board shaker was supposed to CAP at "25 damage," yet testing it against Jammers with 22 res led to doing 3 damage, since the cap is apoplied first before all reductions. This means that the damage "cap" is nothing more than a broken lie since it's physically impossible to get anywhere near it unless you're testing against a Jammer Cave Jammer.
How it SHOULD work is that the damage cannot exceed the cap, but defenses are applied from the pre-capped base (So, keeping with this pre-reckoning R1 Board Shaker example, if 41 damage would have been done, the end result is 19 damage instead of being 100% literally useless at 3.) In other words, make it so the DAMAGE CAP is the ACTUAL cap on damage it can ACTUALLY do. To put this into Ether Invitation context, if you're missing 500 HP and your opponent has 50 scaled defense, you should be able to do the actual cap of 250 instead of hitting a brick wall at 125 because the cap was applied before their defense.
Start by fixing the mechanics for damage caps in general, then we can come back and discuss tweaks to this. Because it does need them; even the suggestions listed barely put it above Mad Chop, which is quite frankly much simpler to use without locking you out of other things you can do for several turns. Simply jacking the cap up is not a good idea due to the fact that some characters can and do break 1000 HP with gigantic genes and high Vit/San.
*loud burp*