:T games generally have to have a cap of some sort because programming, the numbers can only go so high or the program won't know what to do with them.
:T games generally have to have a cap of some sort because programming, the numbers can only go so high or the program won't know what to do with them.
Since a 32bit int is limited from 0 to somewhere in the low 4billions, that means that Nexon is technically limited to a damage cap of the next step up.
A 64bit int limits them at a damage cap of 18,446,744,073,709,551,615. Integers Computer Science
That said, I'd much rather see smaller numbers all around than crazy big numbers just for the sake of "LOOK AT HOW BIG THE NUMBERS ARE! WOAH!"
Looking at you, Disgaea.
well currently the cap is 10b which is reachable, but they could rise it to 100b which can't realistically be reached in somewhere you need higher dmg. Dojo has nice system since there you do 10% of your normal dmg so it's much easier to keep up with your dmg there.
I would certanly like the higher cap, any class who isn't Night Lord or Phantom-like with many lines in every skill suffers greatly in endgame, which also impacts other players that are weaker, since you won't see pros playing the slower and less lined oriented jobs, instead most pros are all high lines/seconds.
It's annoying trying to get stronger as Marksman(my case) only to lose damage cause you have far fewer lines in your 5job skill and i'm not even strong to actually lose much damage, but i already know one of my skills won't get stronger due to cap dmg.
Fire/Poison who have this really high damage at certain moments(due to Infinity) making a lot easier to hit 10b cap, many other classes go into this, it end up affecting everyone since without someone strong in a class it makes a lot less likely for people to play with it and get inspired in some way, to know the class is somewhat viable.
:T games generally have to have a cap of some sort because programming, the numbers can only go so high or the program won't know what to do with them.
Since a 32bit int is limited from 0 to somewhere in the low 4billions, that means that Nexon is technically limited to a damage cap of the next step up.
A 64bit int limits them at a damage cap of 18,446,744,073,709,551,615. Integers Computer Science
That said, I'd much rather see smaller numbers all around than crazy big numbers just for the sake of "LOOK AT HOW BIG THE NUMBERS ARE! WOAH!"
Looking at you, Disgaea.
If they are using 64bit integers, yes, but there are data types that can store higher values.
The whole "32/64 bit OS/program" has nothing to do with the largest values the program can store.
That bit value refers to the size of the instructions / maximum number of addressable memory locations.
You can define a new type if you wanted to store obscenely larger numbers, or, if you wanted to ditch some precision (because honestly, when you get to a certain point, it doesn't matter anymore), you could just define denominations like some of those weird mobile games do and just roll over into a larger "currency".
So, you'd just define 1 billion damage as a value of 1 in a billionsPlace variable, etc, etc. There are no actual programmable barriers to increasing any of the caps in the game.
The whole "32/64 bit OS/program" has nothing to do with the largest values the program can store.
That bit value refers to the size of the instructions / maximum number of addressable memory locations.
The whole 32/64 bit OS/program has nothing to do with what I said, either. I'm just assuming they're using common types.
Though it is true that Nexon could have used their own type, I think it's still likely that the current damage formula isn't limited to 10b.
It's a possibility that all nexon has to do to increase damage cap is simply turn the limit up.
Comments
Since a 32bit int is limited from 0 to somewhere in the low 4billions, that means that Nexon is technically limited to a damage cap of the next step up.
A 64bit int limits them at a damage cap of 18,446,744,073,709,551,615.
Integers Computer Science
That said, I'd much rather see smaller numbers all around than crazy big numbers just for the sake of "LOOK AT HOW BIG THE NUMBERS ARE! WOAH!"
Looking at you, Disgaea.
It's annoying trying to get stronger as Marksman(my case) only to lose damage cause you have far fewer lines in your 5job skill and i'm not even strong to actually lose much damage, but i already know one of my skills won't get stronger due to cap dmg.
Fire/Poison who have this really high damage at certain moments(due to Infinity) making a lot easier to hit 10b cap, many other classes go into this, it end up affecting everyone since without someone strong in a class it makes a lot less likely for people to play with it and get inspired in some way, to know the class is somewhat viable.
If they are using 64bit integers, yes, but there are data types that can store higher values.
The whole "32/64 bit OS/program" has nothing to do with the largest values the program can store.
That bit value refers to the size of the instructions / maximum number of addressable memory locations.
You can define a new type if you wanted to store obscenely larger numbers, or, if you wanted to ditch some precision (because honestly, when you get to a certain point, it doesn't matter anymore), you could just define denominations like some of those weird mobile games do and just roll over into a larger "currency".
So, you'd just define 1 billion damage as a value of 1 in a billionsPlace variable, etc, etc. There are no actual programmable barriers to increasing any of the caps in the game.
The whole 32/64 bit OS/program has nothing to do with what I said, either. I'm just assuming they're using common types.
Though it is true that Nexon could have used their own type, I think it's still likely that the current damage formula isn't limited to 10b.
It's a possibility that all nexon has to do to increase damage cap is simply turn the limit up.