Weapon damage is misleading
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- Cornac
- Posts: 38
- Joined: Wed Mar 26, 2014 11:48 pm
Weapon damage is misleading
This is has been bugging me since I started playing this game.
The damage stat is generated randomly within a narrow range depending on the weapon type and tier. This value is what is shown to the player, but this value is not used directly. First it is nerfed!
I don't get this. The range of values is narrow before nerf, and it is narrow after nerf. The point of the nerf is lost on me. All this does is hide the truth from the player. Huh?!
I don't care so much about how the values are generated, as I do about how they are presented. As far as I can tell the damage done varies directly with the post nerf damage stat, so why not display this value directly?
The damage stat is generated randomly within a narrow range depending on the weapon type and tier. This value is what is shown to the player, but this value is not used directly. First it is nerfed!
I don't get this. The range of values is narrow before nerf, and it is narrow after nerf. The point of the nerf is lost on me. All this does is hide the truth from the player. Huh?!
I don't care so much about how the values are generated, as I do about how they are presented. As far as I can tell the damage done varies directly with the post nerf damage stat, so why not display this value directly?
Re: Weapon damage is misleading
I have no idea if this is true or not but I can never predict damage so I don't even try. I would LOVE it if the damage presented bore any resemblance to the damage done. Good question.notacorporal wrote:This is has been bugging me since I started playing this game.
The damage stat is generated randomly within a narrow range depending on the weapon type and tier. This value is what is shown to the player, but this value is not used directly. First it is nerfed!
I don't get this. The range of values is narrow before nerf, and it is narrow after nerf. The point of the nerf is lost on me. All this does is hide the truth from the player. Huh?!
I don't care so much about how the values are generated, as I do about how they are presented. As far as I can tell the damage done varies directly with the post nerf damage stat, so why not display this value directly?
Re: Weapon damage is misleading
I have no idea what this nerf is.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapon damage is misleading
Weapon damage is really complicated: http://te4.org/wiki/Combat_Damage
I'm guessing you're talking about this part?
I'm guessing you're talking about this part?
Code: Select all
power = (sqrt(base_dmg / 10) + 1) / 2
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

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- Cornac
- Posts: 38
- Joined: Wed Mar 26, 2014 11:48 pm
Re: Weapon damage is misleading
Exactly that. If I understand correctly the *power* of a weapon is directly proportional to the damage it does.
Re: Weapon damage is misleading
Interesting formula.
I would disagree that the value is being nerfed, that would require that the value was actually being used as a base damage.
I would disagree that the value is being nerfed, that would require that the value was actually being used as a base damage.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapon damage is misleading
I've never really liked the default damage display, yeah.
Another thing to note is that the whole range thing really doesn't make sense. A theoretical weapon with a damage range of 1-9 would be roughly 2.5x as strong as a weapon with range 10-11 (but also be affected 5x as much by armor).
Maybe add an option 'Detailed Weapon Stats' that makes them show the 'power' and the range multiplier instead of the existing range?
Another thing to note is that the whole range thing really doesn't make sense. A theoretical weapon with a damage range of 1-9 would be roughly 2.5x as strong as a weapon with range 10-11 (but also be affected 5x as much by armor).
Maybe add an option 'Detailed Weapon Stats' that makes them show the 'power' and the range multiplier instead of the existing range?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

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- Cornac
- Posts: 38
- Joined: Wed Mar 26, 2014 11:48 pm
Re: Weapon damage is misleading
I have to concede, that was a lazy use of that term. I think the conversion between base damage and power is a redundant step, that is all. I am happy with the end result, but think the display of base damage is misleading.HousePet wrote:I would disagree that the value is being nerfed, that would require that the value was actually being used as a base damage.
Looking again, I didn't notice before what effects were applied before and after armour. So an offhand weapon is no worse against armour, than the main weapon, because the damage penalty is applied after armour.grayswandir wrote:I've never really liked the default damage display, yeah.
Another thing to note is that the whole range thing really doesn't make sense. A theoretical weapon with a damage range of 1-9 would be roughly 2.5x as strong as a weapon with range 10-11 (but also be affected 5x as much by armor).
Maybe add an option 'Detailed Weapon Stats' that makes them show the 'power' and the range multiplier instead of the existing range?
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapon damage is misleading
Alright, I just sent DarkGod some code:

I multiplied by 1000 for the display because I don't like decimals. Iron Daggers end up being around 1012.

I multiplied by 1000 for the display because I don't like decimals. Iron Daggers end up being around 1012.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: Weapon damage is misleading
I think for someone who doesn't understand the way combat math works, they're gonna see that and think the weapon is supposed to do 1102 damage from up to 1.6 tiles away.
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- Uruivellas
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- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapon damage is misleading
Yeah, that's why I made in an option that's off by default.
Edit: (Which I just realized I didn't actually explicitly say.
)
Edit: (Which I just realized I didn't actually explicitly say.

Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Weapon damage is misleading
Wouldn't a percentage make more sense than multiplying by 1000?
My feedback meter decays into coding. Give me feedback and I make mods.
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- Cornac
- Posts: 38
- Joined: Wed Mar 26, 2014 11:48 pm
Re: Weapon damage is misleading
It's really good to see this
. (I suggested something and someone did something about it. Finally my life has significance.)
On formatting, I agree with HousePet and marshmallowsoup on both their points. Two or three digits is enough to work with and is in keeping with the rest of the game.
I have been struggling with how to decribe the damage range. The best I can come up with is 'aggravation' or 'potential aggravation'. This is an accurate description, even if it is not so easy to understand. At least this way a player will know they need to look up what the stat means. (Not satsied with this but it is the best I have come up with so far.)

On formatting, I agree with HousePet and marshmallowsoup on both their points. Two or three digits is enough to work with and is in keeping with the rest of the game.
I have been struggling with how to decribe the damage range. The best I can come up with is 'aggravation' or 'potential aggravation'. This is an accurate description, even if it is not so easy to understand. At least this way a player will know they need to look up what the stat means. (Not satsied with this but it is the best I have come up with so far.)
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapon damage is misleading
2 digits is definitely not enough. Blighted Maul, which PureQuestion says is the strongest weapon, hits 2049 for power - so only 2 digits would have weapons ranging from like 7 to 20.
Personally I'd rather have a 4th digit than just sticking a percent sign there.
I'm not terribly worried about the meanings being somewhat opaque, since they actually have to turn on the option to see them in the first place.
Personally I'd rather have a 4th digit than just sticking a percent sign there.
I'm not terribly worried about the meanings being somewhat opaque, since they actually have to turn on the option to see them in the first place.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.
