Is she hulk the only champion in the game without cap to her damage potential?
blak_mamba
Member Posts: 46 ★
I wanted to know if she hulk has unlimited damage potential, with her furies scaling up infinitely. Are there any other champions with this level of damage output in a game mode without the 50k damage cap such as in LoL?
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Cause spamming heavies gives you Cruelty and Fury buffs. I don’t know how many we can get at the same time
And if she’s facing someone like Morningstar or Abomination, there’s the limitless passive furies as well
I don’t know how much damage she can deal, but I also don’t know if it’s capped at some point
Also many effects/buffs have a cap at 99 stacks that are rarely seen as they are difficult to obtain due to enemy being unable to sustain the damage. I suppose you could test She-Hulk for that cap against the 6.2.6 Champion but oh man if you made one slip up....
*To add on, Diminishing returns will also cap cruelty/crit damage rating at some point, if I’m not mistaken.
**Tested crit damage rating the only way I know how (calculator from auntm.ai) it caps at 550%
Critical damage rating is one exception, in that it contains a 5.0 multiplier and a 0.5 start value to scale the value to the desired range (i.e. DR(CritDmgRating) * 5 + 0.5). So while all other flat stats translate to values between zero and 1.0, critical damage rating translates to values between 0.5 and 5.5, or 550%.
Technically, these aren't caps, they are asymptotic limits built into the math embedded in the mechanics.
Granted the flat value you need to reach 99.9% is something stupid with CDR like 70m but there is still a point you will reach which will prevent you from increasing crit damage, a cap.
If you believe there's a point where you will be prevented from increasing crit damage and that is the cap, then all you have to do is state what that cap is. But for any value of any flat stat you can state, I can name a value higher that increases the associated value. That's what's meant by being asymptotic but not capped. Traditionally in games that use that kind of diminishing return system these are sometimes called "soft capped" stats to distinguish them from stats that are hard capped, like the resistance cap in MCOC that is capped to 90%. You can't use resistances alone to lower incoming damage below 10% of their normal value.
P.S. 2,147,483,647 for giggles.
Yes, there are percentage values that flat stats cannot reach. Those are asymptotic limits in the math. But the flat stats themselves are not capped - short of the limits the game engine allows numbers to even reach.
You say that flat stats cannot exceed 99.9%. That's false. At CR 100 a hypothetical flat stat higher than 1998000 would exceed 99.9%.
This is not just a semantic distinction, because it cuts to the heart of what the flat stats system even does. The point is the game implements a diminishing returns system in which no matter how high you stack up bonuses to a flat stat, you can always stack more. It is just that the benefit drops the higher you go. But the benefit is NEVER zero. It might become too low to be useful in the judgment of the player, but if the player wants to (and has the capability to) stack an attribute higher they can choose to do so, barring other limits outside the flat stat system. That's why the system was put in place in 12.0 - to moderate the effects of high stacking without actually implementing a hard cap on the values. No matter what players do, they cannot run into a cap in the flat stats system. They can always stack more value for more benefit.
Also, Kabam mentioned the formula when they discussed challenge rating: https://forums.playcontestofchampions.com/en/discussion/2317/challenger-rating-explained. Although that post focused on challenge rating, it noted the DR formula because that's the only way to understand the effects of challenge rating.