Monster tolerance cap.
TheMaster313
Posts: 40Approved Member Beginner
Greetings and salutations!
I am The Master.
I do not like having items I paid money for to boost my (M)Tol so I can be able to tank end game bosses just to get capped at 75%.
Labo at 25% dmg will hit between 6-8k in skills and crit around 20k.
Havent tested new dng yet.
So GMs, is this cap a bug or you trying to screw players over who bought certain items to boost there PVE tolerance?
I am The Master.
I do not like having items I paid money for to boost my (M)Tol so I can be able to tank end game bosses just to get capped at 75%.
Labo at 25% dmg will hit between 6-8k in skills and crit around 20k.
Havent tested new dng yet.
So GMs, is this cap a bug or you trying to screw players over who bought certain items to boost there PVE tolerance?
Comments
A segnale was mostly not needed/wanted anymore.
Twitch / YouTube
I got in mind that character buffs are supposed to be excluded from the cap on mobs res. I have read something about this in Korean patch notes a long time ago. Didn't knew it's different now, my bad if it is.
I will have to test that as soon as I can.
Maybe it's another bug.
Twitch / YouTube
"PS: What's cool is that PK/PVP resistance got no cap, could get to 86%..."
You can get as much PvP resistance as you want but only 76% will be applicable. Just like critical resistance cap is 75% but you cant go pass that and get up to 100%+
"Just think, why everything which is capped(i.e mob res doesnt go over 75% on "C" status) and PK/PVP goes?if it was capped it would not show, like mob res, but we can test it easily."
I've reached 100% PvP res and damage still went through. If it was actually 100% all damage would (miss) every time, just like when PvE res was at 100% mobs didn't hurt you. at "100%" PvP res i still take the same amount of damage as when I have the normal cap rate of 76%.
By the way can anyone check how is the PVP Res? I heard is possible again to do 100% pvp res.
(if that's true gg)
Main Char:
MadeInChine <<<
Segita Hunter 192
Alt Char:
Galaxy <<<
Aloken 170
1) Nerf the shit out of the dmg rate from certain bosses.
2) Boost the fuck outta peoples HPs.
75% is a bit of a low cap. 85% is more like it.
In terms of Segs not being wanted/needed isn't really the case. There aren't many segs because (and when i first started playing the game I was a seg) its because they're a pretty boring class.
But even if you are in party with a seg, it'll still be very hard to do high end dngs with this cap. As it was pointed out, get caught short in lightning from labo, movement reduced constant dmg rate for a few seconds (somethin like 500-1k) rapidly. Get caught in labos lightning spin and have tarik jump on you. You're not being healed fast enough for that. Unless 1) or 2) is added.
But that's part of what makes the game fun, outwitting the bosses and avoiding the damage all together
or at least trying to ;)
And not forgetting HP that will get a HUGE jump, for example i play mage and barely had 35-37k hp, full buffed and now i can jump to 51k hp not to hard. I bet better geared mages or Dw get to 65-70k hp now.
Outwitting the bosses and avoiding the dmg all together - have you played this game? Some dmg is tracking. Not to mention in firepot for example the lightning slapping out huge DPS all over the gaff which reduces moving speed, while hitting (with 75% cap in play) at least 2k dmg per sec and approx 3 seconds to run away from it.
@pescasefuz I play a mage too, and in full spr I had like 25k hp - since I had 93% mob tolerence this was sufficient and an efficient way to farm.
Incorporating DDR is great and all but most people won't be able to boost their DDR past 15% (from perp) while being at cap so that point is mostly moot.
With this added cap, which we received no warning for, have left some items (some of those items being premium items) absolutely useless. So it was a bait and switch yet again. And the players are the one to suffer.
And not to mention this game is one based in very high competitiveness, so where are we getting all these players to help?
Segnales are dead class. And have been for a while. So no healers. And if there is an increase in them, they missed out on previous events to gain higher mob tol so mobs will ruin their hp and if they dont die, it forces CDs on heals, leaving them unable to heal tankers = fail run.
Basically what I'm getting at is, with the huge dmg from bosses in game, the 75% cap is too low to balance that out. Labo (my go to since I live in that dng) will hit between 7-10k at 25% dmg. You can sprinkle sugar on shit, doesn't mean it's now a sweet.