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 Damage Cap Lifter 
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Joined: Tue May 04, 2010 5:10 am
Posts: 98
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Should be a module for say ten deck space wither made from CT Lab or something similar.

Structural Analysis Grid: Focused, multi-layered, scanning systems and data analysis allows damage to be focused more efficiently.
Limit: 3

(I don't know if this should only work on NPC's.) Adds 75 points to the total maximum damage value against the targeted enemy.

While it does not directly add attack to your ship, it allows your attack value to be utilized more efficiently.

As I said I'm not sure this should be allowed to work on PC's but I know it would love to hit some of those NPC's for more. There's no reason I should be capped around 200 damage on a dark ring when it decides to pollute my battle tab.


Thu May 19, 2011 4:26 pm
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Joined: Sat May 01, 2010 11:39 am
Posts: 1217
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I don't understand why there is still a damage cap on NPCs. They rank up with you but you actually do less damage because their size doesn't increase but their attack/defense does.

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Thu May 19, 2011 4:35 pm
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Joined: Sat May 07, 2011 11:01 am
Posts: 5825
Location: Zolar
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I vote get rid of the damage cap...
It gets annoying when your consistantly hitting the cap, but nearly losing because of the god-damned cap!

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Thu May 19, 2011 4:42 pm
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Joined: Tue Aug 10, 2010 8:40 pm
Posts: 1671
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It only really applies to the flamehawk; I've noticed the matched stuff actually isn't that bad even with damage cap, they take more damage as you rank even thought they increase their own stats. The 2.5x rank damage cap is higher than the approx. 2.0 hull/rank increase that they get (well, for dark runner I guess). It's supposed to take a similar number of shots regardless of your rank, unless your attack increases a lot to adjust it (which can have diminishing returns). For flamehawk, attack increase when tested was 25% damage from 31% attack increase from two samples (4750 att and 6220 att), which is not that bad.

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Thu May 19, 2011 5:00 pm
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