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Damages respecting % Immune, and physical damage caps.

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Damages respecting % Immune, and physical damage caps. Empty Damages respecting % Immune, and physical damage caps.

Post by Lazarus Magni Tue Apr 03, 2012 1:50 pm

I am wondering if anyone has any ideas on these.



1) Elemental/Energy damage applied to the character (like say from divine might) ignores % immune on targets (and resists I think.) Is there anyway to fix this?

2) Physical damage seems to be capped at 100 + str mod on physical attacks (not spells). Even though using CEP (I believe) you can give up to 40d20 slashing dmg on a sword for example, no matter what it will only do a max of 100 (+str mod) dmg. Is there any way to fix this?


Last edited by Lazarus Magni on Sat Apr 07, 2012 2:40 pm; edited 1 time in total

Lazarus Magni

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Post by Baragg Tue Apr 03, 2012 2:04 pm

I had never noticed those things but I don't particullarly look for things like that. The elemental/energy dmg applies 100% of the damage?

Baragg

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Post by Lazarus Magni Wed Apr 04, 2012 8:00 am

Not when it's on a weapon, but when it is applied to a toon itself, like in the case of divine might, it does.

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Post by Baragg Wed Apr 04, 2012 11:10 am

I don't know if CEP may have a work around on the dmg max thing, just off the top of my head the idea of having a check to determine the amount of dmg actually applied then reapplying more dmg till the desired amount is reached but that could get hairy.

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Post by Lazarus Magni Wed Apr 04, 2012 4:56 pm

Well as mentioned in problem #2 CEP (pretty sure it is CEP doing this, we use 2.3) allows up to 40d20 for a dmg type on a weapon. The problem is, if you have say 40d20 slashing dmg, it caps at base weapon dmg + str bonus + 100 physical dmg (from the 40d20) capped + and elemental/energy dmg on the weapon, which kinda makes 40d20 pointless (for the physical dmgs, elemental/energy are apparently uncapped). Was just wondering if the CEP team was aware of this, and had any solution for it?

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