Weapon damage is misleading

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
notacorporal
Cornac
Posts: 38
Joined: Wed Mar 26, 2014 11:48 pm

Weapon damage is misleading

#1 Post by notacorporal »

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?

Delmuir
Uruivellas
Posts: 992
Joined: Sat Aug 24, 2013 5:55 am

Re: Weapon damage is misleading

#2 Post by Delmuir »

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?
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.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Weapon damage is misleading

#3 Post by HousePet »

I have no idea what this nerf is.
My feedback meter decays into coding. Give me feedback and I make mods.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapon damage is misleading

#4 Post by grayswandir »

Weapon damage is really complicated: http://te4.org/wiki/Combat_Damage

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. :)

notacorporal
Cornac
Posts: 38
Joined: Wed Mar 26, 2014 11:48 pm

Re: Weapon damage is misleading

#5 Post by notacorporal »

Exactly that. If I understand correctly the *power* of a weapon is directly proportional to the damage it does.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Weapon damage is misleading

#6 Post by HousePet »

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.
My feedback meter decays into coding. Give me feedback and I make mods.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapon damage is misleading

#7 Post by grayswandir »

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?
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. :)

notacorporal
Cornac
Posts: 38
Joined: Wed Mar 26, 2014 11:48 pm

Re: Weapon damage is misleading

#8 Post by notacorporal »

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.
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.
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?
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
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapon damage is misleading

#9 Post by grayswandir »

Alright, I just sent DarkGod some code:
Image
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. :)

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Weapon damage is misleading

#10 Post by marshmallowpeep »

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.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapon damage is misleading

#11 Post by grayswandir »

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. :oops: )
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. :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Weapon damage is misleading

#12 Post by HousePet »

Wouldn't a percentage make more sense than multiplying by 1000?
My feedback meter decays into coding. Give me feedback and I make mods.

notacorporal
Cornac
Posts: 38
Joined: Wed Mar 26, 2014 11:48 pm

Re: Weapon damage is misleading

#13 Post by notacorporal »

It's really good to see this :D. (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.)

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapon damage is misleading

#14 Post by grayswandir »

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.
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. :)

Post Reply