Damage cap

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Damage cap is a mechanism of how damage dealt against certain monsters in a single hitsplat is limited. Monsters found with a damage cap are fairly uncommon, and most of them are high level bosses.

Mechanics[edit | edit source]

Hard damage caps[edit | edit source]

A hard damage cap is a predetermined value that serves as the maximum hit allowed for that monster: any damage dealt to the monster is simply reduced to the damage cap if the original damage would have been higher. For example, a monster with a damage cap of 5000 can, at most, receive only 5000 damage in a single hitsplat; any hits that would deal over 5000 simply become 5000 damage dealt to that monster. The capping effect is calculated after all other damage modifiers. For abilities that hit multiple times, such as Assault, the damage cap is applied separately to all the hits, making them more effective in bypassing the cap than abilities that does one high hit, such as Meteor Strike, although the damage capacity still largely depends on the situation.

Soft damage caps[edit | edit source]

Soft damage caps are similar to hard damage caps, but instead of completely reducing damage taken above the damage cap, a soft damage cap reduces any damage in excess of a predetermined cap by a certain percentage. For example, a monster may have a soft damage cap of 5000 and reduce any received damage above 5000 by 50%, which means that any damage in excess of 5000 would be halved. With such a cap, a hit of 8000 would instead become 6500 (5000 damage from the predetermined cap, plus half of 3000 damage. 3000 damage is the amount of damage left to 8000 after the cap; therefore, the final value is 5000 + 1500).

Usage[edit | edit source]

Damage caps are usually most easily seen with Ruby bolts (e), as their random special effect, when activated always reduces the target's current life points by 20%. Thereofore, damage caps prevent effects that deal damage equal to a percentage of the target's life points, such as ruby bolts (e), from dealing extremely high amounts of damage to monsters with a large number of life points. Damage caps may also be negated or become passive depending on other mechanics, such as the distance between the player; e.g. while fighting Legiones.

All abilities can deal a maximum of 10,000 damage, 12,000 damage if it was a critical hit, and 15,000 damage for critical hits with Erethdor's grimoire active. The exceptions to this are training dummies, which have no damage cap.

Monsters with damage caps[edit | edit source]

Monsters with hard damage caps[edit | edit source]

The following monsters are known to have hard damage caps:

Monsters with soft damage caps[edit | edit source]

  • Nex - 5000 with 50% reduction; 2000 with 75% reduction during her final phase
  • Fumus, Umbra, Cruor and Glacies (normal Nex encounter) - 1000 with 80-100% reduction
  • Araxxi - only when between 50,000 and 25,000 life points

Monsters with other damage caps[edit | edit source]

The following monsters are known to have temporary or dynamic damage caps, which are usually hard caps:

  • Nex: Angel of Death - takes approximately 99% less damage during phase
  • Solak - takes 99% less damage at certain life point values
  • Enduring glacyte - takes reduced damage depending on distance from the Glacor that summoned it
  • Giant mole - takes reduced damage when her mole offspring are summoned
  • Luminescent icefiend - becomes impervious to damage at 75%, 50%, 25%, and 1 life point
  • Legiones - cannot deal damage past 22,500, 15,000, and 7500 life points, in addition to taking reduced damage based on distance from the player
  • Sagittare - cannot deal damage past 80%, 60%, 40%, 20%, and 1 life points
  • Shadow nihil - receives reduced magic and ranged damage based on distance from the player
  • Warped Gulega - receives reduced damage from players
  • Mega Duck - receives less and less damage as its health depletes; all damage is capped at 1 when it is under 1000 life points