Further runs by 寒少, one of the top Crusaders on the Freedom server.
They avoided taking LF to hit the damage cap too easily.
Raven: 2700, 80.8%
Moonlord: 2500, 68.3%
Majesty: 778, 9.1% (Full 3rd stat DEF stacker, I know her…)
From FD alone
ML has 54.26% damage total over Maj
Raven has a 7.43% damage total over ML
Crusader has a 10.62% damage total over Raven
Now, why didn’t anyone tell me Crusaders were catching up to Ravens? ^^ (And he’s complaining about the 2x and 50x cap xD) As he admitted though, with a LF, he would probably get owned.
By the way, I do in turn have a question for those who might have been able to test it / have read or heard of it. My searches on duowan have not turned up any relevant information (I’m not much good at searching in Chinese lol)
Have any tests been done regarding Critical Damage’s effect on the 50x cap? Since Critical is a component of the 50x damage cap, raising it from *2 to *3 (Any Crusaders up to the challenge? ^^) theoretically lowers the hurdle of hitting the 50x cap by a lot. That’s from *25 from other sources to *16.7.
Edit ** Just to answer the common questions of the other components:
Ice Stack (Maximum *2)
Damage Increase Debuff (Maximum *2, Armor Break, Binding Shot, Hemo, Bullseye etc.)
Final Damage (No hard cap, maximum cap from gear is +100%. The highest FD multiplier a player can obtain in the game at the moment is +170% or *2.7 from Sniper)
Elemental Attack (No hard cap, maximum cap from buffs/skills +100%. Classes such as Physician and Dark Summoner can easily hit over 150% Dark or *2.5)
Elemental Resistance Reduction (Capped at -100% resist reduction or *2. Currently only possible for light% afaik)
Your PDMG/MDMG is not part of the 50x cap! The 2x and 50x cap have nothing to do with each other.
Damage duplicators are outside of both the 2x and 50x cap.
The biggest disadvantage of damage duplicator dependent classes is the inability of the damage duplicator effect to receive a further benefit from other damage duplication buffs.
Let me use an example to demonstrate what I mean. Assuming 3 classes have equal solo DPS output, say Abyss Walker, Sniper and Saleana.
I’m too lazy to check exact values, so just let me use some assumptions as an example. Ignoring Raid (I forgot about it while selecting AW = =”)
Critical Break = 50% Damage Duplicator
Hellfire = 50% Damage Duplicator
Burning Hand = 50% Damage Duplicator
Let the base damage of Saleana pre damage duplicator be A, and assuming all 3 have the same solo DPS output
Saleana = A (base damage) + 0.5A (Hellfire) + 0.5A (Burning Hand)
Sniper = 1.33A (base damage) + 0.67A (Critical Break)
AW = 2A
The effect of Dance 2 (let’s make it 100% damage increase to make it easier)
Saleana’s damage increase from Dance 2 = A
Sniper’s damage increase from Dance 2 = 1.33A
AW’s damage increase from Dance 2 = 2A
Therefore, even if all 3 classes have similar damage output solo, when it comes to a party situation where you have Raid, Dance 2, and Dedicated Crow available, the more the damage of your class comes from damage duplication effects, the weaker they will be relatively despite similar solo DPS.
This isn’t exactly fair of course, since unless it has been changed otherwise, SUMMONS DID NOT GET AFFECTED BY DAMAGE DUPLICATORS. This lowers AW’s DPS output by a lot as well.
In other words, depending on class skills/mechanics, the damage duplication effect is a worthwhile thing to consider when one wants to optimize damage while selecting classes. Classes such as Saleana which depend on inherent damage duplicators are less effective from further damage duplicating effects compared to those who aren’t, as is the case for summons which there aren’t a lot of in DN so it’s a relatively smaller issue.