The title may be a little misleading, but would it be possible to show e.g. rescaled save values instead of absolute? So when you increase willpower, instead of showing how much mental save increases by absolute numbers, show how much it increases based on diminishing returns. So when you reach 40 mental save, instead of getting 0.7 mental save (or what the excact number is) recalculate it into the actual increase. I know you can check this in the character report after doing changes, but it changes the information into more understandable terms. The same for skills would be cool.
Also, for damage, maybe a diablo way of displaying changes could work? So instead of seeing that a skill increases dmg in such a way, it should tell you how much the skill increases dmg in terms of average dmg per turn against a "fixed" standrad enemy. This way one can take more informed judgments about wether weapon A or B should be chosen if one weapon increases APR, and the other increases base damage, or % increase physical. For me atleast it is always difficult to know if weapon A or B is better if not all aspects of the weapon A is better than weapon B. Would this be possible?
Average damage could be calculated as average dmg output from meleeattacks / attackspeed applied against a normal enemy with maybe 20 defense, 20 armour (20%), 20% resist all, 20 physical mental spell save, etc.. This way one can judge weapons and skills based on dmg output alone vs other effects, such as defensive or on hit applied effects. The choice then becomes wether to chose items and skills based on wehter you want defensive, offensive or utility in your items, but not be in doubt on wich is better in those single categories.
Show average rescaled skill and stat bonuses
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- Yeek
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Re: Show average rescaled skill and stat bonuses
Physical damage% is reflected in the 'damage' value you see in your char sheet, as is physical power.willywonka wrote: Also, for damage, maybe a diablo way of displaying changes could work? So instead of seeing that a skill increases dmg in such a way, it should tell you how much the skill increases dmg in terms of average dmg per turn against a "fixed" standrad enemy. This way one can take more informed judgments about wether weapon A or B should be chosen if one weapon increases APR, and the other increases base damage, or % increase physical. For me atleast it is always difficult to know if weapon A or B is better if not all aspects of the weapon A is better than weapon B. Would this be possible?
What would be the purpose of this? I can tell you that the one 20 apr is useful when fighting enemies that have 20 armor, but the one with more base damage is better vs unarmored opponents.
Judging it against a non-existent enemy is hardly better than eyeballing it.Average damage could be calculated as average dmg output from meleeattacks / attackspeed applied against a normal enemy with maybe 20 defense, 20 armour (20%), 20% resist all, 20 physical mental spell save, etc.. This way one can judge weapons and skills based on dmg output alone vs other effects, such as defensive or on hit applied effects. The choice then becomes wether to chose items and skills based on wehter you want defensive, offensive or utility in your items, but not be in doubt on wich is better in those single categories.
I have a tried and tested method for judging what weapon is better: using both and judging from experience.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers