I believe it has a lot of effects which were unintended and did not accomplish what was probably hoped to be accomplished.
I am going to just talk about when my character is on for simplicity, but the same things occur when any character is on with large amounts of damage.
1) Players vs. Mobs
I am always limited by the dmg cap against mobs. However, when I am online everyone else who does not have a lot of damage on(some amount over the cap) will get the floating dmg and then swing over the dmg cap on mobs.
So what this means is people with weak sets swings evis-anni on mobs while I am online, even though I can only swing mutilate with a rare evis on mobs even with an average 12 weapon. Thus people ask me not to log off while they do mobmasters etc.. though I do not get to benefit from my own dmg when I do mobmasters.
This also gives it away to people anytime a big threat is online because their swing goes up dramatically. If floating dmg is to stay, which It should not, everyone else should still have the dmg caps versus mobs. Why should others get an advantage over me against mobs just because I have a better set. (note i did not say why should they have a more equal shot at mobs, they swing much harder than i do on mobs while I am online). If anyone should swing hard on mobs, it should be the person who was able to put together the set- not everyone but that person.
2) Player vs Pacifist or Reprisalist
So if I hit a pacifist, they are protected by the dmg cap. This means I will swing mutilates on them, but here is the catch. Because of floating dmg, they will swing annihilate on me, even if they are wearing half of the damage I am. While I have never liked the damage cap, if someone is going to benefit from it, they should not also be able to benefit from someone's dmg worn beyond the cap, since that person cannot benefit from that dmg against them.
3)Player vs DA DMG wearer
As I have said before, the floating dmg does not help people with lots of dmg worn as much as those with less. Take for example avarice who wears more dmg than hiro or arella but swings less hard against me than they do because he does not get as much of the benefit from floating dmg as they do. What this means is people that wear 20dmg and 30 da will swing harder on mobs and pcs while I am online than will people who wear 40 dmg (and they still benefit from the DA). In other words, a person with a better set say 60 affects of 30dmg, 30da will benefit from the floating dmg more than a person with 40dmg and will swing harder than that person. This makes no sense to me. If floating dmg is really just to help people with weaker sets, it needs to count DA just like dmg in determining whether the person should recieve the floating dmg. Though the best solution is getting rid of floating dmg entirely.
Intended effects
I can only speculate as to what these were, and please do help me understand if I am missing something. Here are my hunches.
I think at least one of the ideas behind the floating dmg was to try to get people to leave safe and fight characters like myself and Ink (and have a chance to win that fight) rather than guild sit.
Obviously it has not helped this at all. People still guildsit. Even when I was naked people feared me not because of the set of eq I had, but because I have killed them in the past or their god tells them not to mess with me or because their friends tell them to watch out for me. In any event, I can attest that people who did not fight me before floating dmg came in are no more willing to fight me with it than they were before.
I expect it was intended to bring some parity, but I do not think it has accomplished that either. I recently CMD logged a battle of Ink vs. Me in a spar. In that spar ink was swinging muti to evis through sanc on me while I swung maul through sanc on him. Ink lost about 100 hps during the battle in which he killed me. For those of you not familiar with our sets, I wear a lot more damage and at least as much but probably 5 to 10 hitroll more than he does. And then there were my spars with hiro. Out of respect for Hiro I won't say how much dmg he wears but, its roughly one half the amount I wear. Hiro consistently beat me in spars, swinging 100 to 110 on me. Now if I were ever to attack him out of a spar, I would swing half as hard while he would continue to swing that amount due to his pacifist status. There is no parity here, all else being equal the person with 2x the dmg worn will lose against a pacifist wearing half the dmg by a large margin.
While I understand tynian has an interest in not having any characters dominate the mud to the exclusion of other characters, this is not a good solution. first of all, it is very annoying to those of us who were able to build great sets by pking those with better sets only to now have people with worse sets swing harder than us. Furthermore, it is coded. There is no way for me to get around it, ie no incentive to build my set and less incentive to play. Yes I could retire, or give away my set so that others would not swing 100-110 on me, but then again I would not swing hard on them either. If the point is all sets should give equal results, there should be no such thing as dmg equipment (nor TFC as it would be pointless to play for the vast majority of us)
though I thought I would never say this... I would rather have a dmg cap, even against sociopaths than have floating dmg. Why? because then at least people would perform better with better sets even if there was a maximum to this, rather than the reverse. At least with an upper dmg cap, I could benefit from that amount of dmg and others would have to build the set in order to perform as well. In other words I would rather that we could only swing mass than to let everyone swing annihilate just because one character online does. The system as it is totally discourages one of the main things which drives this game, the goal of developing a great set. At least with an upper dmg cap, I could throw on 30 da and wear the max dmg rather than having the people who do not even wear half the dmg I do, but wear lots of DA swing harder than I do (and benefit from all of that DA when I swing on them).
As it is now, all you need to do to have an advantage over someone who wears 50 dmg is wear 40 dmg and stay a pacifist. Then you will swing harder on them than they will on you. the thing is pacifist coding did not increase play just like floating dmg has not. People will fear the inks and Orpiks of the realm even if our dmg against them is capped etc... Floating dmg has done nothing to help this, but has made it very discouraging for people who built nice sets only to have everyone else swing harder on them as a result.


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but thats cool, i know i cant kill a 50, its a fact and i realize it.

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