Damage cap

Damage cap is a mechanism of how damage dealt against certain monsters in a single hitsplat is limited. Monsters with a damage cap are quite rare, and most of them are high level bosses, but there are exceptions. The capping effect is calculated after all other damage modifiers. Damage caps are usually most easily seen with Ruby bolts (e), as their random special effect, when activated always reduces the target's current life points by 20%, as well as some abilities that deal damage with a similar mechanism, such as Incendiary Shot.

It is believed that damage caps are made as damage control when a bug causes players to deal abnormal amounts of damage to the monsters in question.

For abilities that hit multiple times, such as Deadshot, the damage cap is applied separately to all the hits, making them more effective in bypassing the cap than abilities that does one high hit, such as Meteor Strike, although the damage capacity still depend largely on the situation.

For abilities whose damage is based on the enemy's maximum life points the cap applies to the total damage dealt.

The Corporeal Beast is thought to be the first creature to have a damage cap, though the juvinates in In Aid of Myreque have a damage cap as well, making them the first ever capped monsters.

The following monsters are known to have damage caps:


 * Corporeal Beast - 6000
 * Vampyre juvinate during In Aid of the Myreque - Unknown
 * Nex - 3000
 * Commander Zilyana - 5000
 * K'ril Tsutsaroth - 5000
 * General Graardor - 5000
 * Kree'arra - 5000
 * Bork - 5000
 * Fumus, Umbra, Cruor and Glacies - 1000
 * Decaying Avatar - 5000
 * Sköll - Unknown
 * Hati - Unknown
 * Kal'Ger the Warmonger - Unknown
 * Nomad - Unknown
 * Sunfreet - 500
 * Queen Black Dragon - 5000
 * King Black Dragon - 5000
 * Kalphite Queen - 5000
 * Apep and Heru - 50
 * It appears that all Dungeoneering bosses have a damage cap of 5000 regardless of level