07-26-2016, 04:42 PM
"Ranylyn" Wrote: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.
Again, this. If you raise the cap to 500 or 600 damage, all that will be accomplished is polarizing the skill even further. Tanks and DR-heavy builds will say 'Ow' and move on with their life, whereas I have a character who would literally not survive one EI at full health.