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Elemental Evil Preview Patch Notes NW.45.20150416c.8

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  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    edited May 2015
    I don't bot (I lack the technical know-how, and I'd rather actually play the game, as opposed to letting my computer play it), but in all reality, what's so bad about bots/farmers/etc.? We're talking about virtual products here... things that have already been created by a programmer and sitting in a database somewhere... and an infinite supply of them, as every time one of these items drops, it's not like an artist has to draw it and a dev has to program it. The game engine simply reaches into the database and plucks one out. Done. It costs the company nothing.

    So it drives down prices of things at AH. Big deal. Nothing wrong with a competitive market. I'm happy that I can buy ID scrolls in bulk for about half of what Rhix's mistress charges for them. As a casual, no longer spending money on this game, player, that fits in my budget really well.

    I suppose for "farmers" it's similar, but there's actually a person sitting at the keyboard. Honestly, I have 7 characters, but at this point, I'm playing only my two mains. I still cycle through them all to invoke and do professions stuff, and share profession resources with my other characters, or I will once some of those characters get back to PE and near a mailbox. Is that considered "farming"? Because I call it "don't feel like playing them".

    Regardless... there is simply no such thing as an exploit-free game. If there is a way to exploit something, people will. If there's a way to cheat, people will. Especially if people can use computers and programs. Especially when the game is so full of bugs. Welcome to today's society/reality.

    I find it ironic that it takes less time to level a character from level 1 to level 70 than it does to level an artifact from level 1 to 70. It should be the other way around. It should take *months* to level up a character. D&D has always been about the journey, not the destination, and knee-jerk reactionary double XP weeks are part of the problem, IMHO. Anything that's double XP is just a bad idea.

    But whatever. This is what happens when there aren't any experienced DMs who truly understand the heart and soul of the game. Instead, we have a product that's doing it's best to be just like every other MMO, when it should be breaking new ground and raising the bar.
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  • cjh1983cjh1983 Member, NW M9 Playtest Posts: 229 Arc User
    edited May 2015
    panderus wrote: »
    There is a mechanic on these items to limit how often and how much they can drop each day. A normal game session for a day should not be impacted.

    We have seen players use them heavily to just farm all day with bots and this was one of the valves we closed to that behavior.


    If there is a daily limit can you remove the 30 second limit.

    It would at least make ranking up dragon hoards meaningful. Right now, the combined limits make it pointless to have any more than one.
  • abeodesee72abeodesee72 Member Posts: 39 Arc User
    edited May 2015
    panderus wrote: »
    This is already on Preview for your testing pleasure.

    For future releases we are currently working on improving Tiamat difficulty, Campaign quest rewards, more class power issues, Invocation and more!

    Is it only Tiamat or all high level mobs ?

    a lot would prefer reduced difficulty of T1/T2 and make a T3 (legendary) dungeons/skirmishes

    after all why make it harder for all ?

    cheers
  • suddenlyslowsuddenlyslow Member Posts: 818 Arc User
    edited May 2015
    panderus wrote: »
    There is a mechanic on these items to limit how often and how much they can drop each day. A normal game session for a day should not be impacted.

    We have seen players use them heavily to just farm all day with bots and this was one of the valves we closed to that behavior.

    I swear it sometimes seems like your avatar looks meaner than at other times.
  • drtysnchzdrtysnchz Member Posts: 194 Arc User
    edited May 2015
    panderus wrote: »
    There is a mechanic on these items to limit how often and how much they can drop each day. A normal game session for a day should not be impacted.

    We have seen players use them heavily to just farm all day with bots and this was one of the valves we closed to that behavior.

    What about those of us who legitimately run around killing all day for rp? No botting done, yet after a couple hours I see zero rp drops.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited May 2015
    panderus wrote: »
    There is a mechanic on these items to limit how often and how much they can drop each day. A normal game session for a day should not be impacted.

    Do you by any chance care to share with us what constitutes ' a normal game session for a day ' in your eyes please? since this can dramatically differ from one player to another , one person who is out of work might consider 12-16 hours a normal gaming session while somebody who works or who has responsibilities outside of the game might consider 3 to 4 hours a normal game session , unfortunately most people don't measure time in chunks of ' normal game sessions'.
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  • thedemienthedemien Member Posts: 830 Arc User
    edited May 2015
    Any HRs real bug fixes?

    we did expected that since last patch

    In short
    1. Rank 4 Aspect of Lone Wolf, Pathfinder Action are still broken and give negative deflect.
    2. Roots don't respected Resistance Ignored and Control strength giving <50% of proper damage or even 0 damage and 0 control o. Even no damage to control immune targets.
    4. cordon of arrows/plants grow does not go on cool-down from master trapper
    5. cordon of arrows/plants grow does not apply ancient roots as feet mechanic or crushing roots.
    6. Thorn ward does not respect Arm pen and does not apply crushing roots.
    7. Battleborn is <font color="orange">HAMSTER</font> still with 1% of incoming healing at r4.
    8. WM healing does nothing on new HP pool nor does not respect max hp pool.

    This are the one that are critical to any (>90%) HR out there. You are killing class every week. Most of the bugs have report or other reports on them. Some even since february preview testing. Are we ever gonna see fixes to those?
  • highlyunstablehighlyunstable Member, NW M9 Playtest Posts: 343 Arc User
    edited May 2015
    panderus wrote: »
    Haha, yes, I mean lowering the difficulty to a reasonable level. The goal is to get it equivalent to what it felt like in Module 5 for moderately geared players. We are even likley adding a level and item level requirement to the door.

    That is a step in the right direction anyway. It does seem Illogical to many, to inhance the mobs damage, and defenses, and then in turn, either reduce or keep current our capabilities of retaining health OR survivability. I can only hope that if there is no change to mobs hitting for over 100k HP in one shot, that we will be able to increase our gear to 300k HP and have potions and campfires that heal a greater percentage.
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited May 2015
    thedemien wrote: »
    Any HRs real bug fixes?

    we did expected that since last patch

    In short
    1. Rank 4 Aspect of Lone Wolf, Pathfinder Action are still broken and give negative deflect.
    2. Roots don't respected Resistance Ignored and Control strength giving <50% of proper damage or even 0 damage and 0 control o. Even no damage to control immune targets.
    4. cordon of arrows/plants grow does not go on cool-down from master trapper
    5. cordon of arrows/plants grow does not apply ancient roots as feet mechanic or crushing roots.
    6. Thorn ward does not respect Arm pen and does not apply crushing roots.
    7. Battleborn is <font color="orange">HAMSTER</font> still with 1% of incoming healing at r4.
    8. WM healing does nothing on new HP pool nor does not respect max hp pool.

    This are the one that are critical to any (>90%) HR out there. You are killing class every week. Most of the bugs have report or other reports on them. Some even since february preview testing. Are we ever gonna see fixes to those?

    change your post and add in that arm pen is no longer respecting roots. please do it .
  • indalordindalord Member, NW M9 Playtest Posts: 51 Arc User
    edited May 2015
    Many thanks for this information. However, would you say that about 10 mins it s a normal game session coz really drops occur during such short time in my case. Not speaking here about R5 enchants but dragon hoard enchants.
    Indalord I & II
  • crixus8000crixus8000 Member Posts: 1,205 Bounty Hunter
    edited May 2015
    panderus wrote: »
    There is a mechanic on these items to limit how often and how much they can drop each day. A normal game session for a day should not be impacted.

    We have seen players use them heavily to just farm all day with bots and this was one of the valves we closed to that behavior.

    A normal game session ? I play more than 1 hour a day so that is not correct. They stop dropping way too soon and there isn't many other options to get rp....


    Really annoying that all your ways to stop bots ruin the game for legit players.
    Crixus - PVP GF
    [SIGPIC][/SIGPIC]
  • empalasempalas Member, NW M9 Playtest Posts: 802 Arc User
    edited May 2015
    My only guess as to how bots could use this to benefit outside of themselves(since the RP items are bound) is that they were putting them into wep or arm or other high end enchants. Since those would not be bound and they could sell those freely since those aren't bound....YET.
  • notalentspaznotalentspaz Member Posts: 20 Arc User
    edited May 2015
    I am curious how the T. Fey weapon enchant is not at the absolute top of your list of items to fix?
  • thedemienthedemien Member Posts: 830 Arc User
    edited May 2015
    crixus8000 wrote: »
    A normal game session ? I play more than 1 hour a day so that is not correct. They stop dropping way too soon and there isn't many other options to get rp....


    Really annoying that all your ways to stop bots ruin the game for legit players.

    the only one who will benefit from "normal game session" are the bots really. All you need to do is just switch to another account/bot. not really hard if you are a bot that has all this step automated.
    But sure nerf players that play more then 1 hour(normal game session). gj gj

    could you please officially tell how long is current 'normal game session'?
    so that any play would not spend any minute more in this buggy unfriendly game really. I guess I was smart to play only for GG pvp. No like Hr can do anything else well now.
  • blackxxwolf3blackxxwolf3 Member Posts: 1,539 Arc User
    edited May 2015
    thedemien wrote: »
    the only one who will benefit from "normal game session" are the bots really. All you need to do is just switch to another account/bot. not really hard if you are a bot that has all this step automated.
    But sure nerf players that play more then 1 hour(normal game session). gj gj

    could you please officially tell how long is current 'normal game session'?
    so that any play would not spend any minute more in this buggy unfriendly game really. I guess I was smart to play only for GG pvp. No like Hr can do anything else well now.

    well i was testing it and my drops stopped after 1 hour i waited another hour then started getting drops again.i should mention i went 1 hour without farming or even trying.
  • thecorpserthecorpser Member, NW M9 Playtest Posts: 45 Arc User
    edited May 2015
    panderus wrote: »
    There is a mechanic on these items to limit how often and how much they can drop each day. A normal game session for a day should not be impacted.

    What is a "normal" game session for you? For me it's 4-6 hours. I'm sure other peoples "normal" gaming session exceed that.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    panderus wrote: »
    This is already on Preview for your testing pleasure.

    For future releases we are currently working on improving Tiamat difficulty, Campaign quest rewards, more class power issues, Invocation and more!

    THIS is a great step in the right direction, communication-style-wise!

    Thanks for showing that your ears can hear.
  • carlonomocarlonomo Member Posts: 111 Arc User
    edited May 2015
    panderus wrote: »
    There is a mechanic on these items to limit how often and how much they can drop each day. A normal game session for a day should not be impacted.

    We have seen players use them heavily to just farm all day with bots and this was one of the valves we closed to that behavior.

    why weren't the tooltips for the enchants updated then? This one change is going to cheese off pretty much your entire player base just to mess with the 1% of losers that use bots. I for one will probably quit if this isn't changed. It makes the game so ridiculously not fun when there's a mere 3 end game dungeons, and you get RP for an hour from these enchants? Wow, it will only take me like 3 years at that rate to level up ONE of my tons of pieces of artifact gear to legendary... completely ridiculous, you should change it to at LEAST 4 hours minimum as tons of us play for much more than an hour on a daily basis... well not for much longer I fear.
  • demonmongerdemonmonger Member, NW M9 Playtest Posts: 3,350 Arc User
    edited May 2015
    I think it's funny that players always find ways around the "limits" the devs try to set for us.
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  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited May 2015
    I swear it sometimes seems like your avatar looks meaner than at other times.

    Heh, that legitimately made me laugh so hard I cried a bit.

    I will look into the Dragon Hoard Enchantments to see if they were scaled back too far.

    Real quick, here are some specfic fixes coming for next week pending testing:

    Oathbound Paladin: Vengeful Judge: Now works as expected for all Paladin Paragon Paths.
    Oathbound Paladin: Vow of Emnity: No longer has negative interactions with Weapon Enchantments.
    Oathbound Paladin: Sanctuary: The root from Icy Rays (and other similar powers) no longer incorrectly piereces Sanctuary's CC Immunity.
    Scourge Warlock: All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
    Devoted Cleric: Geas: Players in PVP can only be affected by Geas once every 30 seconds.
    Devoted Cleric: Urgent Prayers: The heal from this feat can no longer be deflected.
    Devoted Cleric: Break the Spirit: Empowered bonus on this power now works as expected.
    Control Wizard: Entangling Force: Rank 4 now correctly reduces the Cooldown of Entangling Force and works correctly in the Spell Mastery slot.
    Hunter Ranger: Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
    Lifedrinker Weapon: No longer incorrectly stacks multiple times.
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited May 2015
    panderus wrote: »
    Heh, that legitimately made me laugh so hard I cried a bit.

    I will look into the Dragon Hoard Enchantments to see if they were scaled back too far.

    Real quick, here are some specfic fixes coming for next week pending testing:

    Oathbound Paladin: Vengeful Judge: Now works as expected for all Paladin Paragon Paths.
    Oathbound Paladin: Vow of Emnity: No longer has negative interactions with Weapon Enchantments.
    Oathbound Paladin: Sanctuary: The root from Icy Rays (and other similar powers) no longer incorrectly piereces Sanctuary's CC Immunity.
    Scourge Warlock: All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
    Devoted Cleric: Geas: Players in PVP can only be affected by Geas once every 30 seconds.
    Devoted Cleric: Urgent Prayers: The heal from this feat can no longer be deflected.
    Devoted Cleric: Break the Spirit: Empowered bonus on this power now works as expected.
    Control Wizard: Entangling Force: Rank 4 now correctly reduces the Cooldown of Entangling Force and works correctly in the Spell Mastery slot.
    Hunter Ranger: Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
    Lifedrinker Weapon: No longer incorrectly stacks multiple times.
    That's a nice patch!
  • lazaroth666lazaroth666 Member, NW M9 Playtest Posts: 1,332 Arc User
    edited May 2015
    @Panderus:

    Are we going to be able to see the item lvl of the players when we inspect them or is it WAI?

    And...

    Eldritch Runestones aren't working.
    GWF Class feature. Weapon Master isn't working at r4.
    Unstoppable bug is VERY annoying.
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  • crixus8000crixus8000 Member Posts: 1,205 Bounty Hunter
    edited May 2015
    panderus wrote: »
    Heh, that legitimately made me laugh so hard I cried a bit.

    I will look into the Dragon Hoard Enchantments to see if they were scaled back too far.

    Real quick, here are some specfic fixes coming for next week pending testing:

    Oathbound Paladin: Vengeful Judge: Now works as expected for all Paladin Paragon Paths.
    Oathbound Paladin: Vow of Emnity: No longer has negative interactions with Weapon Enchantments.
    Oathbound Paladin: Sanctuary: The root from Icy Rays (and other similar powers) no longer incorrectly piereces Sanctuary's CC Immunity.
    Scourge Warlock: All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
    Devoted Cleric: Geas: Players in PVP can only be affected by Geas once every 30 seconds.
    Devoted Cleric: Urgent Prayers: The heal from this feat can no longer be deflected.
    Devoted Cleric: Break the Spirit: Empowered bonus on this power now works as expected.
    Control Wizard: Entangling Force: Rank 4 now correctly reduces the Cooldown of Entangling Force and works correctly in the Spell Mastery slot.
    Hunter Ranger: Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
    Lifedrinker Weapon: No longer incorrectly stacks multiple times.

    Thank you. I really hope you make the dragon hoards good again. It's the only decent way of making rp :)
    Crixus - PVP GF
    [SIGPIC][/SIGPIC]
  • dersidiusdersidius Member Posts: 452 Arc User
    edited May 2015
    panderus wrote: »
    Heh, that legitimately made me laugh so hard I cried a bit.

    I will look into the Dragon Hoard Enchantments to see if they were scaled back too far.

    Real quick, here are some specfic fixes coming for next week pending testing:

    Oathbound Paladin: Vengeful Judge: Now works as expected for all Paladin Paragon Paths.
    Oathbound Paladin: Vow of Emnity: No longer has negative interactions with Weapon Enchantments.
    Oathbound Paladin: Sanctuary: The root from Icy Rays (and other similar powers) no longer incorrectly piereces Sanctuary's CC Immunity.
    Scourge Warlock: All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
    Devoted Cleric: Geas: Players in PVP can only be affected by Geas once every 30 seconds.
    Devoted Cleric: Urgent Prayers: The heal from this feat can no longer be deflected.
    Devoted Cleric: Break the Spirit: Empowered bonus on this power now works as expected.
    Control Wizard: Entangling Force: Rank 4 now correctly reduces the Cooldown of Entangling Force and works correctly in the Spell Mastery slot.
    Hunter Ranger: Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
    Lifedrinker Weapon: No longer incorrectly stacks multiple times.


    Please fix other enchantments! i.e

    Transcendent Vorp Debuffs user

    Transcendent Negation does not stack Inc heal or recharge speed

    Transcendent Feytouched double stacks resulting in 0 damage coming from target or Caster

    DERSIDIUS
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  • ayrouxayroux Member Posts: 4,271 Arc User
    edited May 2015
    panderus wrote: »
    Heh, that legitimately made me laugh so hard I cried a bit.

    I will look into the Dragon Hoard Enchantments to see if they were scaled back too far.

    Real quick, here are some specfic fixes coming for next week pending testing:

    Oathbound Paladin: Vengeful Judge: Now works as expected for all Paladin Paragon Paths.
    Oathbound Paladin: Vow of Emnity: No longer has negative interactions with Weapon Enchantments.
    Oathbound Paladin: Sanctuary: The root from Icy Rays (and other similar powers) no longer incorrectly piereces Sanctuary's CC Immunity.
    Scourge Warlock: All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
    Devoted Cleric: Geas: Players in PVP can only be affected by Geas once every 30 seconds.
    Devoted Cleric: Urgent Prayers: The heal from this feat can no longer be deflected.
    Devoted Cleric: Break the Spirit: Empowered bonus on this power now works as expected.
    Control Wizard: Entangling Force: Rank 4 now correctly reduces the Cooldown of Entangling Force and works correctly in the Spell Mastery slot.
    Hunter Ranger: Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
    Lifedrinker Weapon: No longer incorrectly stacks multiple times.

    Dude, Panderus... Seriously.... The GWF changes man the class has been gimped for SO long the changes were already posted by GC, already discussed and are REALLY needed. Especially since you ruined one of the crutches that GWFs rely on right now: Lifedrinker. Now I agree its a good change but this is even more imperative for the GWF changes.

    And please dont just say "we have other more important things" because NOW your already posting about DC/CW/OP class changes. Just add the freaking changes man. Its really not that hard to add....

    Pre-DR determination - not hard.
    20% run speed in unstoppable - again not hard to add that
    FLS - 4 sec stun not hard EITHER - you dont even have to add the "anti-deflect" part of the stun just increasing it to 4 seconds would be HUGE for us.

    The class is already a joke 1v1. Cant kill GFs who out damage us and 1 rotation nearly every class. Cant kill TRs - who AT WILL us IN STEALTH to death with just a few daggers. I mean where is the class supposed to be? The back of the line next to SW?

    Its not like I or we are asking for buffs across the board or anything GC posted in RESPONSE to the GWF thread were we detailed out feedback on the class and now you dont implement the changes that were a result of the feedback?

    It makes no sense. I mean its almost like saying "Mod 7 is coming this year!" Then never does and you say you have more important things to do but then talk about how your working on mod 8 already.... I mean I cant even parallel it because its just seems SO silly.
  • thedemienthedemien Member Posts: 830 Arc User
    edited May 2015
    panderus wrote: »
    Heh, that legitimately made me laugh so hard I cried a bit.

    I will look into the Dragon Hoard Enchantments to see if they were scaled back too far.

    Real quick, here are some specfic fixes coming for next week pending testing:
    Hunter Ranger: Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
    Holy Molly! finally. Could you please address all HR issues finally too? So that HR could finally use their class for something else then professions?
    Anyway good to hear THE response. This is right way to go. It makes me feel that ill possible play not 90% bugged HR before mod 8 release. hopefully more then 1 month.
  • arakk00arakk00 Member Posts: 166 Arc User
    edited May 2015
    panderus wrote: »
    Heh, that legitimately made me laugh so hard I cried a bit.

    I will look into the Dragon Hoard Enchantments to see if they were scaled back too far.

    Real quick, here are some specfic fixes coming for next week pending testing:

    Oathbound Paladin: Vengeful Judge: Now works as expected for all Paladin Paragon Paths.
    Oathbound Paladin: Vow of Emnity: No longer has negative interactions with Weapon Enchantments.
    Oathbound Paladin: Sanctuary: The root from Icy Rays (and other similar powers) no longer incorrectly piereces Sanctuary's CC Immunity.
    Scourge Warlock: All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
    Devoted Cleric: Geas: Players in PVP can only be affected by Geas once every 30 seconds.
    Devoted Cleric: Urgent Prayers: The heal from this feat can no longer be deflected.
    Devoted Cleric: Break the Spirit: Empowered bonus on this power now works as expected.
    Control Wizard: Entangling Force: Rank 4 now correctly reduces the Cooldown of Entangling Force and works correctly in the Spell Mastery slot.
    Hunter Ranger: Aspect of the Lone Wolf: Rank 4 now increases Deflect as expected.
    Lifedrinker Weapon: No longer incorrectly stacks multiple times.

    YES. This is exactly the kind of thing we wanna see.
    A <Friendly Dragon>!
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited May 2015
    thedemien wrote: »
    Holy Molly! finally. Could you please address all HR issues finally too? So that HR could finally use their class for something else then professions?
    Anyway good to hear THE response. This is right way to go. It makes me feel that ill possible play not 90% bugged HR before mod 8 release. hopefully more then 1 month.

    Add to it the fact that nerfing regen and LS has destroyed survivability for anyone who isn't a Trapper.
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  • panderuspanderus Member, NW_CrypticDev, Cryptic Developer Posts: 1,007 Cryptic Developer
    edited May 2015
    dersidius wrote: »
    Please fix other enchantments! i.e

    Transcendent Vorp Debuffs user

    Transcendent Negation does not stack Inc heal or recharge speed

    Transcendent Feytouched double stacks resulting in 0 damage coming from target or Caster

    Our initial testing has indicated that these are working OK by themselves, there is probably some weird interaction with a power that is causing these.
  • baeyornbaeyorn Member, NW M9 Playtest Posts: 146 Arc User
    edited May 2015
    panderus wrote: »
    Our initial testing has indicated that these are working OK by themselves, there is probably some weird interaction with a power that is causing these.

    Pandy Auld bean,

    check the "overflow" interaction of the enchants working with other powers.

    By that I mean when a power or the enchant causing problems hits some "cap".. anything going over that "cap" causes the enchant to invert and go negative or just plain old zero out...

    Example --- That cap could be the top end of the effect of the trans vorpal. If another power or spell interaction causes the effect to overflow that cap... it inverts and debuffs the player instead of the opponent..

    Had a similar problem in some very old code I wrote decades ago in the stone age of Fortran IV. Yes, I am a dinosaur..

    ROAR!

    anyway I had to fold in a overflow condition handler that basically truncated any result above the cap.

    :)
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