I Technically Broke Damage Cap? |
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I technically broke damage cap?
Odin.Sneakky
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Was farming Omen gear and came across this. I know its healing, but I still haven't seen a number over 99k before. Has anyone else seen a number above cap?
Odin.Sneakky
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Sorry I would love to post the screenshot, but apparently don't have the option to.
Cerberus.Shadowmeld
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Hybrid Weaponskills could famously go up to like 104k or something because of the way their damage is calculated. It's since been patched. Barrage can technically go over 100k, but that's more of a battle mod thing than a single hit.
Odin.Sneakky said: » Sorry I would love to post the screenshot, but apparently don't have the option to. Just pasted the wrong link. Offline
Posts: 765
The cap probably doesn't exist for healing.
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But benediction always says 99,999?
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Benediction says 99999, but it's always healed more than that. I always assumed that the text just wouldn't go above 99999 even if the actual amount healed was more.
If the corsair in the wave 3 dyna boss uses wild card close enough to hit the boss with its aoe effect the amount of hp it heals is ludicrous. Even low numbers can heal 15-25%, but a 6 can basically full heal the dyna boss no matter how low you've taken him. We know they have something like 20 million hp, so you're looking at a possible heal of 10 million hp or more right there. That alone should prove there's no upper limit to the healing cap. We as players just don't have the stats available to us to get cures to go that high through normal means. But there are a few instances where mobs certainly do.
I'm drawing a blank on what it is, but I thought theres a mob that can do Bene, but it will only restore 99999 ?
Maybe I'm thinking of the Fomor WHM doing bene and hitting Disjoined with it will only restore 99999 There are mobs that will only restore 99k w/ benediction. One thing that does break 99k and fully restores the enemy's HP is Wild Card in Dyna D
The game math is set that mobs are hp sponges with relatively low damage output, whereas players have low HP but dish out really big numbers in combat. There's no point in players being able to cure for that kind of power because even a dark knight with all his gear and abilities up won't be pushing his hp beyond the 6-7k range under normal circumstances. You'd need parameter boosting temporary items to push the envelope any further, and fights where those are available aren't the norm. There are a few select scenarios where mobs can restore vast amounts of HP with their SP's. Benediction for example can break the 99k cap in some situations as well.
Goblin dice in dyna [d] also restores over 99k HP. It's fairly common but you don't see the #s in the log normally
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