Hmm fair enough, so is the cap to do with magic damage meaning that effectively until this is fixed (and I understand it's hardcoded and thus not simple) zerk will just be not viable as at best it'll only be able to hit as hard as cry does?
I guess with the natures fix my dmg will be down a little.. I think I can make a cry build work without pushing past 87k .
Would there be no possible for simply creating a work around as apposed to trying to fix the issue with a magic cap? Like making the attacks deal a % of the enemies hp as magic or have some sort of built in CtC that would allow you to lower it's damage ratios but keep the same amount of damage output?
You couldn't add say an extra effect like.. I dunno make it war cry also spawns hammers and gains a point every other point. I.E. a lv 60 war cry would have lv 30 hammers then reduce the ratio of war cry? So like instead of doing 80k cry damage and breaking the dmg cap you would do 60k cry dmg and 20k hammer. Still 80k dmg, but just split to make it work?
I dunno, I don't have much of a clue on coding.. So prob a dumb idea, just spitballing ^^.