Damage & Resistance
Balancing: Damages & Resistance Limit (Caps)
- Elemental caps: Element-based damage reduction on players is now capped at 75%. Neutral element has a separate cap at 90%.
- Race caps: Race-based reductions (e.g., Demi-Human, Angel) now cap at 75%.
- Size caps: Size-based reductions (Small/Medium/Large) now cap at 75%.
- Class caps: Class-based reductions (Normal/Boss/Guardian) now cap at 75%.
- Attack-type caps: Melee, Ranged, Magic, and Misc resist bonuses are each capped at 75%.
- Full immunities unchanged: “No Weapon/Magic/Misc Damage” toggles remain on/off effects and are not capped.
What This Means In-Game
- High-stacking defensive gear/cards will no longer push specific categories over their cap; excess reduction is ignored.
- Neutral element attacks can still be reduced more than other elements (up to 90%), but cannot reach full immunity via percentages alone.
- These caps apply per hit and across all damage types consistently.
Quality-of-Life
- Use @resist to see raw values, the cap, and the effective value being applied in combat for each category