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Games are sometimes not even programmed to cap such counters when they should. They will dutifully add one to a value that can't properly go any higher, resulting in a kind of malfunction known as an [[https://en.wikipedia.org/wiki/Integer_overflow Integer Overflow]]. This is especially common with old games, because putting in a test for a maximum value would use memory and CPU cycles they didn't have to spare. An overflow might manifest as:

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Games are sometimes not even programmed to cap such counters when they should. They will dutifully add one to a value that can't properly go any higher, resulting in a kind of malfunction known as an [[https://en.wikipedia.org/wiki/Integer_overflow Integer Overflow]]. Overflow.]] This is especially common with old games, because putting in a test for a maximum value would use memory and CPU cycles they didn't have to spare. An overflow might manifest as:



* The DS ''Franchise/{{Castlevania}}'' games have hard modes that will let you set a cap on how high your max level will reach. ''VideoGame/CastlevaniaOrderOfEcclesia'' is the only one that actually lets you increase it up to 255...but only after you [[BraggingRightsReward beat the game on Hard with a level cap of 1]] or [[OldSaveBonus link the game with]] ''VideoGame/CastlevaniaJudgment'' .

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* The DS ''Franchise/{{Castlevania}}'' games have hard modes that will let you set a cap on how high your max level will reach. ''VideoGame/CastlevaniaOrderOfEcclesia'' is the only one that actually lets you increase it up to 255...but only after you [[BraggingRightsReward beat the game on Hard with a level cap of 1]] or [[OldSaveBonus link the game with]] ''VideoGame/CastlevaniaJudgment'' .''VideoGame/CastlevaniaJudgment''.



** ''VideoGame/SuperSmashBrosMelee'': Normally, the Super Scope can only shoot a total of 13 projectiles, but it can be abused to generate [[http://www.ssbwiki.com/Infinite_Super_Scope_Glitch an infinite amount of ammo]], which is most likely due to an overflow.

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** ''VideoGame/SuperSmashBrosMelee'': Normally, the Super Scope can only shoot a total of 13 projectiles, but it can be abused to generate [[http://www.ssbwiki.com/Infinite_Super_Scope_Glitch an infinite amount of ammo]], ammo,]] which is most likely due to an overflow.



* ''VideoGame/CallOfDutyBlackOpsII'' multiplayer mode caps individual scoring [[https://www.youtube.com/watch?v=urmpGPN_ldA at 30,000 points]].

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* ''VideoGame/CallOfDutyBlackOpsII'' multiplayer mode caps individual scoring [[https://www.youtube.com/watch?v=urmpGPN_ldA at 30,000 points]].points.]]



** The games cap the number of coins a character (or team later) can hold at 999. It's easy to reach this in ''VideoGame/MarioParty3'' with [[BettingMiniGame Game Guy mini-games]] which can give you up to 64 times what you wagered, but even if you win thousands of coins you can only keep 999.

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** The games cap the number of coins a character (or team later) team) can hold at 999. It's easy to reach this in ''VideoGame/MarioParty3'' with [[BettingMiniGame Game Guy mini-games]] which can give you up to 64 times what you wagered, but even if you win thousands of coins you can only keep 999.



* ''VideoGame/ZooKeeper'' only displays a 6-digit score counter. This is in a game where it is possible to get up to [[https://www.youtube.com/watch?v=nkaxSS_twMI 30,000,000 points in a single jump]]. The game internally keeps track of up to 99,999,990 points though.

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* ''VideoGame/ZooKeeper'' only displays a 6-digit score counter. This is in a game where it is possible to get up to [[https://www.youtube.com/watch?v=nkaxSS_twMI 30,000,000 points in a single jump]]. jump.]] The game internally keeps track of up to 99,999,990 points though.



** ''VideoGame/FinalFantasyMysticQuest'' had a bug where the main character can cast Cure a few times on [[spoiler:the endboss, Dark King]] to increase its HP over the maximum allowable value. The enemy's HP overflows back around to -65,535, [[https://www.youtube.com/watch?v=_HXVQhHnih8 killing it instantly]]. Ironically, entering the battle at a low level makes this overflow easier.

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** ''VideoGame/FinalFantasyMysticQuest'' had a bug where the main character can cast Cure a few times on [[spoiler:the endboss, Dark King]] to increase its HP over the maximum allowable value. The enemy's HP overflows back around to -65,535, [[https://www.youtube.com/watch?v=_HXVQhHnih8 killing it instantly]]. instantly.]] Ironically, entering the battle at a low level makes this overflow easier.



** There's a mix of this and OverflowError in the minigame about tennis returns. The on-screen counter will stop at 999 points, but internally this number wraps around to 0 each time it goes over [[UsefulNotes/PowersOfTwoMinusOne 255]]. For example, [[https://www.youtube.com/watch?v=p-sK6Pyjfcg if you returned 1002 balls, the game will write it as 231 points when the minigame is over]].
** Baseball runs cap at 99. Even if you score more, it will still display 99. Because of the 5-run mercy rule, you'll never see this unless you purposefully grind the visiting team score with [[https://www.youtube.com/watch?v=u_klSTPX5Y4 two remotes]] or [[https://www.youtube.com/watch?v=SnkE1a1QP0o TAS]].

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** There's a mix of this and OverflowError in the minigame about tennis returns. The on-screen counter will stop at 999 points, but internally this number wraps around to 0 each time it goes over [[UsefulNotes/PowersOfTwoMinusOne 255]]. For example, [[https://www.youtube.com/watch?v=p-sK6Pyjfcg if you returned 1002 balls, the game will write it as 231 points when the minigame is over]].
over.]]
** Baseball runs cap at 99. Even if you score more, it will still display 99. Because of the 5-run mercy rule, you'll never see this unless you purposefully grind the visiting team score with [[https://www.youtube.com/watch?v=u_klSTPX5Y4 two remotes]] or [[https://www.youtube.com/watch?v=SnkE1a1QP0o TAS]].TAS.]]



* [[TabletopGame/OldWorldOfDarkness World of Darkness]] live-action games, put damage caps on [=PCs=] in sanctioned {{LARP}}s. This was one of many fixes attempted to make the tabletop rules work in live-action, although in practice mid-powered characters hit cap very easily and high-powered characters were basically unaffected by any penalties.

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* [[TabletopGame/OldWorldOfDarkness ''[[TabletopGame/OldWorldOfDarkness World of Darkness]] Darkness]]'' live-action games, put damage caps on [=PCs=] in sanctioned {{LARP}}s. This was one of many fixes attempted to make the tabletop rules work in live-action, although in practice mid-powered characters hit cap very easily and high-powered characters were basically unaffected by any penalties.



* ''Webcomic/KidRadd'' plays with this trope, making sloppy programming of damage cap calculation a [[http://www.bgreco.net/kidradd/comic335.htm major plot point]].

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* ''Webcomic/KidRadd'' plays with this trope, making sloppy programming of damage cap calculation a [[http://www.bgreco.net/kidradd/comic335.htm major plot point]].point.]]



* Damage caps usually come into play in ''Webcomic/CaptainSNES'' whenever characters enter into a world with a JRPG system, mainly because Alex is obsessive enough to have leveled his characters as far as they will go. In one particularly interesting example; a [[spoiler:Sorrow-possessed]] [[VideoGame/ChronoTrigger Lucca]] manages to break both her usual health cap (going from 999/999 to 0000/0000), and ''VideoGame/FinalFantasyIV'''s damage cap. However, she doesn't go past 9,999 by going into five digits, she does it by using four digits... in ''[[http://www.captainsnes.com/2004/07/22/532/ base sixteen]]''! [[note]] For those who don't want to work out the hexadecimal notation, "[=D6DB=]" comes out to 55003 points of damage.[[/note]] Lucca {{Lampshades}} this in a few comics: "But I did more damage to you than is even ''possible!''"

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* Damage caps usually come into play in ''Webcomic/CaptainSNES'' whenever characters enter into a world with a JRPG system, mainly because Alex is obsessive enough to have leveled his characters as far as they will go. In one particularly interesting example; a [[spoiler:Sorrow-possessed]] [[VideoGame/ChronoTrigger Lucca]] manages to break both her usual health cap (going from 999/999 to 0000/0000), and ''VideoGame/FinalFantasyIV'''s damage cap. However, she doesn't go past 9,999 by going into five digits, she does it by using four digits... in ''[[http://www.captainsnes.com/2004/07/22/532/ com/2004/07/22/532 base sixteen]]''! [[note]] For sixteen!]]'' [[note]]For those who don't want to work out the hexadecimal notation, "[=D6DB=]" comes out to 55003 points of damage.[[/note]] Lucca {{Lampshades}} this in a few comics: "But I did more damage to you than is even ''possible!''"



* Baseball stadium scoreboards have frequently been subject to caps, depending on the type of scoreboard used. Manually operated scoreboards usually only hold ten innings' worth of information, and are often limited to showing up to nine runs per inning; if ten runs or more score in an inning, it's usually displayed only with the last digit. Digital (non high-definition) scoreboards also tend to have caps that can only count up to nineteen runs and/or innings per team per game. An modern example of a capped digital scoreboard can be seen in [[https://youtu.be/N5oqi9zruyQ Chase Field in Phoenix, Arizona]], where the New York Yankees beat the Atlanta Braves 20-6, but it looks like "0-6" due to the lack of that first "2".
* WebVideo/MittenSquad has a video about ''VideoGame/Borderlands2'' DownloadableContent that increases the level cap: [[https://www.youtube.com/watch?v=JuuBzWfC_GE "Borderlands 2: Level 72 - Level Cap Increase | +11 Levels"]].

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* Baseball stadium scoreboards have frequently been subject to caps, depending on the type of scoreboard used. Manually operated scoreboards usually only hold ten innings' worth of information, and are often limited to showing up to nine runs per inning; if ten runs or more score in an inning, it's usually displayed only with the last digit. Digital (non high-definition) scoreboards also tend to have caps that can only count up to nineteen runs and/or innings per team per game. An modern example of a capped digital scoreboard can be seen in [[https://youtu.be/N5oqi9zruyQ Chase Field in Phoenix, Arizona]], Arizona,]] where the New York Yankees beat the Atlanta Braves 20-6, but it looks like "0-6" due to the lack of that first "2".
* WebVideo/MittenSquad has a video about ''VideoGame/Borderlands2'' DownloadableContent that increases the level cap: [[https://www.youtube.com/watch?v=JuuBzWfC_GE "Borderlands 2: Level 72 - Level Cap Increase | +11 Levels"]].Levels."]]
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Mario Kart Wii's timer does not roll back to zero. It stops at 99:59.999 just like Mario Kart 64


** ''VideoGame/MarioKartWii'': The game loops the timer after a while, allowing you to get insane times by waiting a few days with your Wii on and crossing the line finish ''just'' as it passes 0.
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** The original ''VideoGame/SuperMarioBros'' has a maximum of 127 lives, due to the fact that the life counter is a signed byte. Going over 127 lives results in having ''negative'' lives, and thus getting game over the next time you die. Making matters worse is the fact that the life counter is only designed to display up to 20 lives, and getting any more than that causes your life count to be represented by random letters, punctuation symbols, and/or graphical tiles. Normally this isn't such a problem, considering you'd never get so many lives through normal gameplay, except through abusing glitches. However, collecting as many lives as possible becomes pretty much mandatory in ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', because you're going to need every single one, and the first level in the game has a great opportunity for abusing the extra life trick.

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** The original ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' has a maximum of 127 lives, due to the fact that the life counter is a signed byte. Going over 127 lives results in having ''negative'' lives, and thus getting game over the next time you die. Making matters worse is the fact that the life counter is only designed to display up to 20 lives, and getting any more than that causes your life count to be represented by random letters, punctuation symbols, and/or graphical tiles. Normally this isn't such a problem, considering you'd never get so many lives through normal gameplay, except through abusing glitches. However, collecting as many lives as possible becomes pretty much mandatory in ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'', because you're going to need every single one, and the first level in the game has a great opportunity for abusing the extra life trick.



** Much like the ''VideoGame/SuperMarioBros'' life counter, the display for bucks for the original ''VideoGame/ToejamAndEarl'' game is also a signed byte. Going over 127 means you will have ''negative'' bucks.

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** Much like the ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' life counter, the display for bucks for the original ''VideoGame/ToejamAndEarl'' game is also a signed byte. Going over 127 means you will have ''negative'' bucks.

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Added an example from Dead Rising 2 Off the Record and fixed a misspelling.


* In ''VideoGame/DeadRising2OffTheRecord'', one of the items you can carry is Zombrex which is a medication required to temporarily halt the progress of the zombie parasite that Frank has. You only need 6 to complete the game (8 for all side quests). However, there is a limit of 60 programmed (you can still pick up more than 60, but your counter won't count past 60). There are around 10 that can be found for free either laying around in the world or can be awarded from survivors/psychopaths. There is no way to reach this in regular gameplay without grinding lots of money to be used at pawn shops to buy more Zombrex. This cap doesn't really mean much because there's no benefit to carrying more Zombrex because there's nothing else that you can do with it, and you lose all of your Zombrex on a New Game+ anyway.
** And of course, the money in this game is capped to $2,147,483,647. Getting more money than that will overflow your score and put it into the negatives. However, the developers have anticipated that possibility and made it so if you get money while you have a negative amount, your money will continue to climb up until it reaches 0, so a save file won't be stuck in debt for long periods of time.



* ''VideoGame/NoMansSky'': The maximum amount of [[UniversalCurrency units]] a player can carry is 4,294,967,295.[[note]]This is stored as a 32 bit intiger value, which in hexidecimal is FFFF FFFF. In theory it's possible for Hello Games to make the cap higher by making it a 64 bit value instead, but really, [[MoneyForNothing what are you going to do with more than 4 billion units anyway]]?[[/note]]

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* ''VideoGame/NoMansSky'': The maximum amount of [[UniversalCurrency units]] a player can carry is 4,294,967,295.[[note]]This is stored as a 32 bit intiger integer value, which in hexidecimal is FFFF FFFF. In theory it's possible for Hello Games to make the cap higher by making it a 64 bit value instead, but really, [[MoneyForNothing what are you going to do with more than 4 billion units anyway]]?[[/note]]
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* ''VideoGame/StarWarsTheOldRepublic'' has a curious system in place for a currency cap. Free-to-play players have a limit on the credits they can hold, with any excess going into an "escrow" bucket. The only way to get it out of escrow is with real money, either spending Cartel Coins (the paid currency) to retrieve a certain amount, or subscribing which removes the cap and returns all escrowed funds. There is a workaround: credits in the player's stash are not capped, so credits can be dumped in there before hitting the cap, effectively making your own escrow. But you're still limited on what you can do with those credits, as many in-game purchases cost well over the [=F2P=] cap.
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** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', all skills are capped at 100, although they can be fortified with equipment or potions above this.

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** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', all skills are capped at 100, although they can be fortified with equipment or potions above this.this:
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Bonus Boss was renamed by TRS


** A couple of ''VideoGame/FinalFantasyVII'''s ultimate weapons can overflow the damage calculations. The game will compensate by inflicting insta-death on the target enemy (even the {{bonus boss}}es), which means that the Death Penalty Glitch is one of the more common ways of dealing with [[https://www.youtube.com/watch?v=1ovxL1wdjtI Emerald WEAPON]].

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** A couple of ''VideoGame/FinalFantasyVII'''s ultimate weapons can overflow the damage calculations. The game will compensate by inflicting insta-death on the target enemy (even the {{bonus boss}}es), {{Optional Boss}}es), which means that the Death Penalty Glitch is one of the more common ways of dealing with [[https://www.youtube.com/watch?v=1ovxL1wdjtI Emerald WEAPON]].



*** The BonusBoss Neslug goes beyond the second damage limit with the Regen-like status it gains while it's in its shell, healing a ''six-digit amount of HP'' on some turns. [[ThatOneBoss AAAAAARGH!!]]

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*** The BonusBoss OptionalBoss Neslug goes beyond the second damage limit with the Regen-like status it gains while it's in its shell, healing a ''six-digit amount of HP'' on some turns. [[ThatOneBoss AAAAAARGH!!]]



*** The [[VideoGame/FinalFantasyXIII2 sequel]] generally has 99,999 cap on all forms of damage, with DLC-only Valkyrie Lightning being the only one with the skill to increase it to 999,999: thus, the max damage achievement is lowered to 99,999 points of damage and the last form of the final boss only has slightly over 1 million HP, with the {{Bonus Boss}}es maxing out at 15.5 million.

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*** The [[VideoGame/FinalFantasyXIII2 sequel]] generally has 99,999 cap on all forms of damage, with DLC-only Valkyrie Lightning being the only one with the skill to increase it to 999,999: thus, the max damage achievement is lowered to 99,999 points of damage and the last form of the final boss only has slightly over 1 million HP, with the {{Bonus {{Optional Boss}}es maxing out at 15.5 million.



* ''VideoGame/LufiaIIRiseOfTheSinistrals'': The Egg Dragon, a BonusBoss, has the largest amount of HP the game allows for. However, the developers obviously thought nobody would be silly enough to use a healing item on it, so they did not ensure that its HP could not exceed that number. As a result, you can easily defeat this boss by using a low-level healing item on it, thereby causing its HP to wrap around, then attacking it once. A pretty spectacular blunder in a game where killing bosses within a certain number of rounds would yield a nice item reward...

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* ''VideoGame/LufiaIIRiseOfTheSinistrals'': The Egg Dragon, a BonusBoss, an OptionalBoss, has the largest amount of HP the game allows for. However, the developers obviously thought nobody would be silly enough to use a healing item on it, so they did not ensure that its HP could not exceed that number. As a result, you can easily defeat this boss by using a low-level healing item on it, thereby causing its HP to wrap around, then attacking it once. A pretty spectacular blunder in a game where killing bosses within a certain number of rounds would yield a nice item reward...



** In ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'', there is a limit of 640 bullets onscreen at once. Even when facing BonusBoss Flandre Scarlet, this isn't a problem (though ''"And Then Will There Be None?"'' can hit the cap during the late part of the first phase), but if you install one of certain fanpatches that make the game a lot harder, it can cause some of her attacks to [[https://www.youtube.com/watch?v=s_3zZZmap8Y exceed that limit and look rather odd]].

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** In ''VideoGame/TouhouKoumakyouTheEmbodimentOfScarletDevil'', there is a limit of 640 bullets onscreen at once. Even when facing BonusBoss OptionalBoss Flandre Scarlet, this isn't a problem (though ''"And Then Will There Be None?"'' can hit the cap during the late part of the first phase), but if you install one of certain fanpatches that make the game a lot harder, it can cause some of her attacks to [[https://www.youtube.com/watch?v=s_3zZZmap8Y exceed that limit and look rather odd]].



* Most Creator/NipponIchi games are notable for having nigh-unreachable damage caps (if you grind hard enough, you can eventually inflict millions, if not billions of points in damage. Eventually they can get so high that the game has to list them by K's rather than numerical digits), and rather high level caps, easily going into three and four digits. in fact, most {{Bonus Boss}}es in the ''Franchise/{{Disgaea}}'' series are at least at level two thousand, and it's very possible to bring playable characters' to 9,999. The true BonusBoss from Hell, Baal, originated as a level 4,000 badass. [[LensmanArmsRace Nowadays he's a level 9,999 badass with hitpoints in the billions]], and the game gets around its caps by making you fight '''5 of them at once.'''

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* Most Creator/NipponIchi games are notable for having nigh-unreachable damage caps (if you grind hard enough, you can eventually inflict millions, if not billions of points in damage. Eventually they can get so high that the game has to list them by K's rather than numerical digits), and rather high level caps, easily going into three and four digits. in fact, most {{Bonus {{Optional Boss}}es in the ''Franchise/{{Disgaea}}'' series are at least at level two thousand, and it's very possible to bring playable characters' to 9,999. The true BonusBoss {{Superboss}} from Hell, Baal, originated as a level 4,000 badass. [[LensmanArmsRace Nowadays he's a level 9,999 badass with hitpoints in the billions]], and the game gets around its caps by making you fight '''5 of them at once.'''



** Before ''Disgaea 3'', enemy stats were never calculated with a level more than 9999, making most everything that isn't a BonusBoss easy for player characters who are level 9999. This changed so that the enemy stats could be based off levels higher than 9999, if enemy level multipliers pushed their level beyond that; even if the enemy's actual level is capped at 9999, the stats can be based off of a hypothetical level far beyond that.

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** Before ''Disgaea 3'', enemy stats were never calculated with a level more than 9999, making most everything that isn't a BonusBoss an OptionalBoss easy for player characters who are level 9999. This changed so that the enemy stats could be based off levels higher than 9999, if enemy level multipliers pushed their level beyond that; even if the enemy's actual level is capped at 9999, the stats can be based off of a hypothetical level far beyond that.
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* UniquenessRule
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* ''VideoGame/TheTreeOfLife'':
** Color levels and B buyables are capped at 5000.
** Nitrogen XXV's effect maxes out at 1e50000.
** Dilation can't be completed more than 110 times.
** Gem effects max out at 10000.
** Life exponential dividers are hardcapped at 1e9.
** Mu II is capped at 1e50 until you reach 5e1435 Cells.
** The Primary challenge can be beaten up to 10 times (later extended to 25), Secondary 95, and Tertiary 3.
** With Tissue LXIII, the goal for the Primary challenge doesn't go above 1e8500 Stem Cells.
** The level cap for Taxonomy buyables is 400. The Chromosomes III upgrade increases that by 4*(Chromosomes-37), eventually capping at 850. Then the Chromosomes VIII upgrade increases that by 3*Chromosomes, going as high as 1100. Then the Chromosomes 14 milestone increases that further by Chromosomes - 234, up to 1210. Chromosome Milestone 29 then replaces that with 1500+Nucleuses, but Chromosome Milestone 32 reduces that to 1200+Nucleuses. Some other upgrades and Truly Chromosomeless also affect the cap, but the main affecting factor in the end is Human Milestone 44 which makes it 10*Plants (which is further boosted by Human Milestones 71 and 95) and is expected to go above 1e20 by the endgame.
** Multiplier from Humans to Biomass gain is limited to 1e100, the one to Ecosystem gain to 1e500, and the rest to 1e1000.
** The effects of "Give me a place to stand and I will move the earth" always have some kind of limit. They are eventually maxed at .08/2.6/.08.
** The Reduce buyable in Nitrogen Science maxes out at 6.
** Science and Nitrogen Science bonus from Lives caps at 1e10.
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* ''TabletopGame/MagicTheGathering'' defies this trope at the rules level. While some cards have limits written into their rules text (ex. "This ability triggers only once per turn,"), just about everything that doesn't forbid it can be stacked endlessly. Paper tournament play has rules for demonstrating a loop and allowing it to be performed an arbitrary number of times. Circa 2014, the Modern format saw its top two decks represent one capable of gaining infinite life and another capable of dealing infinite damage (in this case, infinity life won. The infinite damage deck did so by creating an arbitrary number of creature tokens and then attacking, requiring the number to be locked in. The infinite life deck used a combo with no speed restrictions, and could choose whatever number the attacker chose plus 1).
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*** Case in point: Epic Spellcasting is built on a point buy system that requires the caster to roll a Spellcraft check. Like all skills, Spellcraft keys off a star (Intelligence). The Fortify seed can be used to increase any attribute... including Intelligence. As written, there is nothing stopping an endless, recursive loop of making a Fortify spell that requires X Intelligence and fortifies Intelligence by Y, then making a new Fortify spell that requires X+Y Intelligence and increases it further, and so on.
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* ''VideoGame/FinalFantasyXIV'' had most items stack at a maximum of 99. If you gained more of the same item, it would start a new stack, thus taking up more space in your inventory. Patch 4.2 changed the item stacking cap to 999, with the exception of ShopFodder which remains at 99. Damage caps out at 99,990, but that's only achieved by boss characters whenever you fail a mechanic or let the boss hit its enrage.

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* ''VideoGame/FinalFantasyXIV'' had most items stack at a maximum of 99. If you gained more of the same item, it would start a new stack, thus taking up more space in your inventory. Patch 4.2 changed the item stacking cap to 999, with the exception of ShopFodder which remains at 99. Damage caps out at 99,990, but that's only achieved by boss characters whenever you fail a mechanic or let the boss hit its enrage. Later patches would have bosses deal 9,999,999 damage to ensure players that are supposed to die ''will'' die since player HP being can reach six digits.
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** The original ''Dark Souls'' has an interesting wrinkle with it's Endurance stat. Endurance is a primary stat that governs the derived stats of Stamina (sets the size of the player's Stamina bar; actions must wait for positive to happen, so an empty stamina bar adds delays to actions) and Encumbrance (how much equipment can be equipped at a time, with stacking mobility loss happening when a player goes over 0%, 25%, 50%, and 100% of their score). Stamina is hard capped at 45 Endurance; at that point, the player has achieved maximum possible Stamina and no more can be gained. But Encumbrance is uncapped, increasing regularly until Endurance itself caps out at 99.
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* ''VideoGame/DivinityOriginalSin'' and ''VideoGame/DivinityOriginalSin2'' cap skills at 10 ranks. They can still be increased by items, but it's rare to find more than +2 gains per item. This puts the theoretical maximum somewhere around 24.
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* All of From Software's "Soulsborne" games, including ''VideoGame/DarkSouls'', ''VideoGame/{{Bloodborne}}'', and ''VideoGame/EldenRing'' use multiple stat caps. In each game, each stat will initially provide a relatively high return on investment. Then there will be a "soft cap," around 30 points, after which gains become smaller, then a second soft cap around 60. The final, hard cap for any given stat is usually 99. Since each stat increase represents one level, this leads to all of these games having an AbsurdlyHighLevelCap equal to 99x the number of stars, minus the stats a level 1 character starts with.

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* All of From Software's "Soulsborne" games, including ''VideoGame/DarkSouls'', ''VideoGame/{{Bloodborne}}'', and ''VideoGame/EldenRing'' use multiple stat caps. In each game, each stat will initially provide a relatively high return on investment. Then there will be a "soft cap," around 30 points, after which gains become smaller, then a second soft cap around 60.60 (passing the second soft cap reduces gains to the point that it often requires more than one increase of a primary stat to see a derived stat increase by one). The final, hard cap for any given stat is usually 99. Since each stat increase represents one level, this leads to all of these games having an AbsurdlyHighLevelCap equal to 99x the number of stars, minus the stats a level 1 character starts with.
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* All of From Software's "Soulsborne" games, including ''VideoGame/DarkSouls'', ''VideoGame/{{Bloodborne}}'', and ''VideoGame/EldenRing'' use multiple stat caps. In each game, each stat will initially provide a relatively high return on investment. Then there will be a "soft cap," around 30 points, after which gains become smaller, then a second soft cap around 60. The final, hard cap for any given stat is usually 99. Since each stat increase represents one level, this leads to all of these games having an AbsurdlyHighLevelCap equal to 99x the number of stars, minus the stats a level 1 character starts with.
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* The ''VideoGame/SuperSmashBros'' series sets the damage cap at 999%. If you haven't already gone flying offscreen by ''that'' point, you certainly will now.
** That said, the game calculates the knockback caused by an attack before it sets your damage back to 999%. So you can have more than 999% damage, if only for a sixtieth of a second.
** The Super Scope in ''[[VideoGame/SuperSmashBrosMelee Melee]]'' can be abused to generate [[http://www.ssbwiki.com/Infinite_Super_Scope_Glitch an infinite amount of ammo]], which is most likely due to an overflow.
** In the [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS and Wii U games]] you can only make up to 89 Mii Fighters.

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* ''VideoGame/SuperSmashBros'':
**
The ''VideoGame/SuperSmashBros'' series sets the damage cap at 999%. If you haven't already gone flying offscreen by ''that'' point, you certainly will now.
** That said, ''VideoGame/SuperSmashBrosMelee'': Normally, the game calculates the knockback caused by an attack before it sets your damage back to 999%. So you can have more than 999% damage, if only for a sixtieth of a second.
** The
Super Scope in ''[[VideoGame/SuperSmashBrosMelee Melee]]'' can only shoot a total of 13 projectiles, but it can be abused to generate [[http://www.ssbwiki.com/Infinite_Super_Scope_Glitch an infinite amount of ammo]], which is most likely due to an overflow.
** In the [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS and Wii U games]] you ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'': You can only make up to 89 Mii Fighters.
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# '''Stat caps'''. The point at which a character's statistics can go no higher. In some games, characters' stats cap only at unfeasibly high levels, but in others (notably the ''VideoGame/FireEmblem'' series) the caps are reachable at normal levels and thus are a big deal. Levels themselves often have a cap as well, which may or may not come before reaching other stat caps.

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# '''Stat caps'''. The point at which a character's statistics can go no higher. In some games, characters' stats cap only at unfeasibly high levels, but in others (notably the ''VideoGame/FireEmblem'' ''Franchise/FireEmblem'' series) the caps are reachable at normal levels and thus are a big deal. Levels themselves often have a cap as well, which may or may not come before reaching other stat caps.



* The DS ''Franchise/{{Castlevania}}'' games have hard modes that will let you set a cap on how high your max level will reach. ''Videogame/CastlevaniaOrderOfEcclesia'' is the only one that actually lets you increase it up to 255...but only after you [[BraggingRightsReward beat the game on Hard with a level cap of 1]] or [[OldSaveBonus link the game with]] ''Videogame/CastlevaniaJudgment'' .

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* The DS ''Franchise/{{Castlevania}}'' games have hard modes that will let you set a cap on how high your max level will reach. ''Videogame/CastlevaniaOrderOfEcclesia'' ''VideoGame/CastlevaniaOrderOfEcclesia'' is the only one that actually lets you increase it up to 255...but only after you [[BraggingRightsReward beat the game on Hard with a level cap of 1]] or [[OldSaveBonus link the game with]] ''Videogame/CastlevaniaJudgment'' .''VideoGame/CastlevaniaJudgment'' .



** The Super Scope in ''Melee'' can be abused to generate [[http://www.ssbwiki.com/Infinite_Super_Scope_Glitch an infinite amount of ammo]], which is most likely due to an overflow.
** In the 3DS and Wii U games you can only make up to 89 Mii Fighters.

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** The Super Scope in ''Melee'' ''[[VideoGame/SuperSmashBrosMelee Melee]]'' can be abused to generate [[http://www.ssbwiki.com/Infinite_Super_Scope_Glitch an infinite amount of ammo]], which is most likely due to an overflow.
** In the [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU 3DS and Wii U games games]] you can only make up to 89 Mii Fighters.



** In the first ''VideoGame/BaldursGate'', you were allowed an unlimited number of summons. In the sequel this was [[{{Nerf}} nerfed]] to a maximum of 5. That doesn't stop you from [[CharmPerson mind controlling]] an infinite number of monsters however.

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** In the first ''VideoGame/BaldursGate'', you were allowed an unlimited number of summons. In the sequel this was [[{{Nerf}} nerfed]] {{nerf}}ed to a maximum of 5. That doesn't stop you from [[CharmPerson mind controlling]] an infinite number of monsters however.



** [[https://static.tvtropes.org/pmwiki/pub/images/0001_6757.png Ditto with its]] SpiritualSuccessor VideoGame/ArmedPoliceBatrider

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** [[https://static.tvtropes.org/pmwiki/pub/images/0001_6757.png Ditto with its]] SpiritualSuccessor VideoGame/ArmedPoliceBatrider''VideoGame/ArmedPoliceBatrider''



* Statistic caps in ''VideoGame/FireEmblem'' are low enough that it's common to reach them by mid to lategame although enemies never come near them (unless you're playing Genealogy, Binding Blade/Radiant Dawn Hard mode or NMOTE/Conquest Lunatic mode). Later games in the series even allow the 2nd generation characters to have adjusted caps unnormal from their class.

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* Statistic caps in ''VideoGame/FireEmblem'' are low enough that it's common to reach them by mid to lategame although enemies never come near them (unless you're playing Genealogy, Binding Blade/Radiant Dawn ''Genealogy'', '''Binding Blade''/''Radiant Dawn'' Hard mode or NMOTE/Conquest Lunatic mode). Later games in the series even allow the 2nd generation characters to have adjusted caps unnormal from their class.



* The world of ''LightNovel/TheRisingOfTheShieldHero'' works pretty much like an RPG game, complete with a stat window protagonist Naofumi can access to view his own stats as well as those of his allies and the monsters he faces. Naturally, this includes a couple of level caps:

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* The world of ''LightNovel/TheRisingOfTheShieldHero'' ''Literature/TheRisingOfTheShieldHero'' works pretty much like an RPG game, complete with a stat window protagonist Naofumi can access to view his own stats as well as those of his allies and the monsters he faces. Naturally, this includes a couple of level caps:



* In ''LightNovel/AWildLastBossAppeared'', the highest CharacterLevel possible is level 1000. [[spoiler:This is an artificial limitation set by the goddess Alovenus, to ensure no one becomes powerful enough to break the world. Lufas and Benetnash were able to break through the goddess's restrictions and surpass that limit.]]

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* In ''LightNovel/AWildLastBossAppeared'', ''Literature/AWildLastBossAppeared'', the highest CharacterLevel possible is level 1000. [[spoiler:This is an artificial limitation set by the goddess Alovenus, to ensure no one becomes powerful enough to break the world. Lufas and Benetnash were able to break through the goddess's restrictions and surpass that limit.]]



* The UsefulNotes/TurboGrafx16 pinball game ''Videogame/AlienCrush'' has a score cap of 999,999,900 points. If you manage to max it out, the entire table explodes and you are given the message [[AWinnerIsYou "Congratulations !! You are the greatest player"]]. After that, the game immediately takes you to the high score list for you to enter your initials.
** The SpiritualSuccessor, ''Videogame/DevilsCrush'', has a cap of 999,999,990 points. Reaching it will treat you to a very brief ending with a woman and a pinball.

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* The UsefulNotes/TurboGrafx16 pinball game ''Videogame/AlienCrush'' ''VideoGame/AlienCrush'' has a score cap of 999,999,900 points. If you manage to max it out, the entire table explodes and you are given the message [[AWinnerIsYou "Congratulations !! You are the greatest player"]]. After that, the game immediately takes you to the high score list for you to enter your initials.
** The SpiritualSuccessor, ''Videogame/DevilsCrush'', ''VideoGame/DevilsCrush'', has a cap of 999,999,990 points. Reaching it will treat you to a very brief ending with a woman and a pinball.



* ''WebComic/KidRadd'' plays with this trope, making sloppy programming of damage cap calculation a [[http://www.bgreco.net/kidradd/comic335.htm major plot point]].

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* ''WebComic/KidRadd'' ''Webcomic/KidRadd'' plays with this trope, making sloppy programming of damage cap calculation a [[http://www.bgreco.net/kidradd/comic335.htm major plot point]].

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* ''VideoGame/MarioParty'' games cap the number of coins a character (or team later) can hold at 999. It's easy to reach this in ''Mario Party 3'' with [[BettingMiniGame Game Guy mini-games]] which can give you up to 64 times what you wagered, but even if you win thousands of coins you can only keep 999.

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* ''VideoGame/MarioParty'' ''VideoGame/MarioParty'':
** The
games cap the number of coins a character (or team later) can hold at 999. It's easy to reach this in ''Mario Party 3'' ''VideoGame/MarioParty3'' with [[BettingMiniGame Game Guy mini-games]] which can give you up to 64 times what you wagered, but even if you win thousands of coins you can only keep 999.
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Tier-Induced Scrappy is no longer a trope


*** Kimahri becomes a TierInducedScrappy in ''VideoGame/FinalFantasyX''. While all characters are ultimately limited by the damage cap, they can overcome the 99,999 limit by attacking more than once through overdrives. Khimari is the only one who, even with his overdrive, cannot hit more than once.

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*** Kimahri becomes a TierInducedScrappy LowTierLetdown in ''VideoGame/FinalFantasyX''. While all characters are ultimately limited by the damage cap, they can overcome the 99,999 limit by attacking more than once through overdrives. Khimari is the only one who, even with his overdrive, cannot hit more than once.
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* Wesbite/{{FanfictionDotNet}} stores the wordcount as a 24-bit integer. Fanfic/TheLoudHouseRevamped was the first fanfic to hit this cap, and as a result, nobody knows how long this {{Doorstopper}} is.

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* Wesbite/{{FanfictionDotNet}} Fanfiction.net stores the wordcount as a an unsigned 24-bit integer. Fanfic/TheLoudHouseRevamped was the first fanfic to hit this cap, and as a result, nobody knows how long this {{Doorstopper}} is.
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* Wesbite/{{FanfictionDotNet}} stores the wordcount as a 24-bit integer. Fanfic/TheLoudHouseRevamped was the first fanfic to hit this cap, and as a result, nobody knows how long this {{Doorstopper}} is.
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* ''VideoGame/PrayerOfTheFaithless'': The party can only hold ten of each consumable. At the end of the game, the cap gets raised to twenty because both parties' inventories are combined.

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Disambiguated


* ''VideoGame/{{Undertale}}'': A few items in the game are sometimes listed for sale at an absurdly expensive 9,999 each, though there is no actual gold cap. Also, damage dealt in guaranteed {{One Hit Kill}}s is often quantified as some power of ten minus one; this is PlayedForLaughs in the True Pacifist ending (where it is used to exaggerate the effect of a kiss), but is used for increasingly excessive [[ThereIsNoKillLikeOverkill overkill]] in a [[KillEmAll Genocide Run]], culminating in an attack which fills the entire screen up with nines and is inflicted upon [[spoiler:the player]].

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* ''VideoGame/{{Undertale}}'': A few items in the game are sometimes listed for sale at an absurdly expensive 9,999 each, though there is no actual gold cap. Also, damage dealt in guaranteed {{One Hit Kill}}s is often quantified as some power of ten minus one; this is PlayedForLaughs in the True Pacifist ending (where it is used to exaggerate the effect of a kiss), but is used for increasingly excessive [[ThereIsNoKillLikeOverkill overkill]] in a [[KillEmAll [[AbsoluteXenophobe Genocide Run]], culminating in an attack which fills the entire screen up with nines and is inflicted upon [[spoiler:the player]].

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The "the sequel", entry is not an example of the trope but an Example Indentation violating reply talking about a video game trick


* ''VideoGame/LiveALive'': In the remake, the maximum value for any stat before equipment is taken into account is 99, at that point the stat will stop increasing when gaining levels. After equipment the max value is 150, this means any additional boosts beyond that are "wasted" and it's better to swap equipment for something boosts a stat that hasn't reached 150 or provides some other benefit like status immunities.



** In [[VideoGame/LufiaTheLegendReturns the sequel]], instead of having the maximum HP at 65,535, the Egg Dragon's HP is a mere 60,000. [[AscendedGlitch The trick works anyway]].
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* ''VideoGame/ZooKeeper'' only displays a 6-digit score counter. This is in a game where it is possible to get up to [[https://www.youtube.com/watch?v=nkaxSS_twMI 30,000,000 points in a single jump]]. The game internally keeps track of up to 99,999,990 points though.
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* '''Designer Imposed Cap:''' A cap deliberately set by the designers, usually to keep play balanced or as an AntiHoarding measure. For example, you might be limited to carrying 15 bombs so you can't plow through the entire game throwing bombs at everything.

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* '''Designer Imposed Cap:''' A cap deliberately set by the designers, usually to keep play balanced or as an AntiHoarding measure. For example, you might be limited to carrying 15 bombs so you can't plow through the entire game throwing bombs at everything. A variant of this type of cap is the "soft cap", where the cap is not an absolute limit but arbitrary mechanics are added to make progressing beyond it increasingly more difficult; see DiminishingReturnsForBalance for more detail.

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* In ''VideoGame/GranTurismo 3'', there's a glitch where if you do a wheelie with a tuned-up Escudo, the speedometer jumps to 2147483647 and locks up the game.

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* ''VideoGame/GranTurismo'':
**
In ''VideoGame/GranTurismo 3'', ''3'', there's a glitch where if you do a wheelie with a tuned-up Escudo, the speedometer jumps to 2147483647 and locks up the game.



** More a BraggingRightsReward than anything, since you only needed 900,000 points for full tune. And of course, since the requisite is beating the first 10 levels of Bunta Challenge, it's safe to say that a lot of players ended up spending ''more'' money than they would've reaching full tune honestly.
* ''VideoGame/MarioKart64'': It might seem counterintuitive for a racing game, but going slowly in a TimeTrial will result in you hitting the time cap. The game's engine will not count any higher than ninety-nine minutes, fifty-nine-point-ninety-nine seconds (although subsequent lap times are still counted).
** ''VideoGame/SuperMarioKart'' capped your time at 10 minutes and stopped moving after that.
*** ''VideoGame/MarioKart Wii'' loops the timer after a while, allowing you to get insane times by waiting a few days with your Wii on and crossing the line finish ''just'' as it passes 0.

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* ''VideoGame/MarioKart'':
** More a BraggingRightsReward than anything, since you only needed 900,000 points for full tune. And of course, since the requisite is beating the first ''VideoGame/SuperMarioKart'': The game caps your time at 10 levels of Bunta Challenge, it's safe to say that a lot of players ended up spending ''more'' money than they would've reaching full tune honestly.
*
minutes and stops moving after that.
**
''VideoGame/MarioKart64'': It might seem counterintuitive for a racing game, but going slowly in a TimeTrial will result in you hitting the time cap. The game's engine will not count any higher than ninety-nine minutes, fifty-nine-point-ninety-nine seconds (although subsequent lap times are still counted).
** ''VideoGame/SuperMarioKart'' capped your time at 10 minutes and stopped moving after that.
*** ''VideoGame/MarioKart Wii''
''VideoGame/MarioKartWii'': The game loops the timer after a while, allowing you to get insane times by waiting a few days with your Wii on and crossing the line finish ''just'' as it passes 0.
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Up To Eleven is a defunct trope


* ''VideoGame/MapleStory'' originally put the cap on mesos (the game's currency) at 2,147,483,647; the cap has since been raised to 9,999,999,999. Many player-sold items cost [[UpToEleven even more than that]], necessitating real-money trades. Meanwhile, the original damage cap was 199,999; the current cap is 50,000,000, and with certain modifiers, it's possible to reach 110,000,000 damage as a certain class. This causes an interesting shift in utilities for classes, as some classes that are generally considered to be weak will turn out to out perform "strong classes" in a setting where both have achieved capped damage.

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* ''VideoGame/MapleStory'' originally put the cap on mesos (the game's currency) at 2,147,483,647; the cap has since been raised to 9,999,999,999. Many player-sold items cost [[UpToEleven even more than that]], that, necessitating real-money trades. Meanwhile, the original damage cap was 199,999; the current cap is 50,000,000, and with certain modifiers, it's possible to reach 110,000,000 damage as a certain class. This causes an interesting shift in utilities for classes, as some classes that are generally considered to be weak will turn out to out perform "strong classes" in a setting where both have achieved capped damage.



** ''VideoGame/Disgaea6DefianceOfDestiny'' goes UpToEleven, even for this series. Some of the highest damage recorded in-game has been somewhere within the ''sextillions'', with septillions being possible in a combo. Mana count for a character can be somewhere in the hundred trillions, HP and SP have been in the hundred Quintillions, and stats themselves can go into the trillions, if not quadrillions.

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** ''VideoGame/Disgaea6DefianceOfDestiny'' goes UpToEleven, even for this series. ''VideoGame/Disgaea6DefianceOfDestiny'': Some of the highest damage recorded in-game has been somewhere within the ''sextillions'', with septillions being possible in a combo. Mana count for a character can be somewhere in the hundred trillions, HP and SP have been in the hundred Quintillions, and stats themselves can go into the trillions, if not quadrillions.
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Improper tense


** ''VideoGame/TheLegendOfZeldaI'' had a money cap at 255, with no opportunity to increase it. Likewise, Link can only hold 8 bombs. He can later upgrade his bomb capacity to 12 and then 16 if he finds certain old men in dungeons and pays the 100 rupee fee to upgrade. Later games in the series had [[WalletOfHolding Wallet Upgrades]].

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** ''VideoGame/TheLegendOfZeldaI'' had has a money cap at 255, with no opportunity to increase it. Likewise, Link can only hold 8 bombs. He can later upgrade his bomb capacity to 12 and then 16 if he finds certain old men in dungeons and pays the 100 rupee fee to upgrade. Later games in the series had [[WalletOfHolding Wallet Upgrades]].



** Somewhat controversially, ''VideoGame/TheLegendOfZeldaTwilightPrincess'' had a feature where if you open a treasure chest that contains more rupees than you can currently carry, you will simply put the rupees back into the chest to come back for later. Sounds good on paper, but it can hamper dungeon exploration as the player searches for which unopened chest contain a missing key, and rupee chests obstinately remain "unopened".

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** Somewhat controversially, ''VideoGame/TheLegendOfZeldaTwilightPrincess'' had has a feature where if you open a treasure chest that contains more rupees than you can currently carry, you will simply put the rupees back into the chest to come back for later. Sounds good on paper, but it can hamper dungeon exploration as the player searches for which unopened chest contain a missing key, and rupee chests obstinately remain "unopened".

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