starkerealm wrote: »starkerealm wrote: »
And, this is the other problem. You should never tell the player that they have more mitigation than is possible. At best, resistance stats should probably come with the percentage mitigation in parenthesis after the value, but that value should never exceed the hard cap, which you just did, in your example, by 22%. That will result in players looking at the numbers coming back and deciding that the information they're getting is invalid.
But if you get 40k resistances then the char sheet will show 40k resistances. Isnt that the exact same thing?
Not as such. Ironically for the exact reason that @SidewalkChalk5 wants to see it change.
When you see 40k Resistance on your character sheet, that isn't quite the same as reading a percentage mitigation. The reason is that, simply put, if you do the reading to find out how much mitigation 40k will give you, you'll learn the cap is 50%. Otherwise, it doesn't outright lie to you and say you're resisting more damage than you actually are, the way it would if it said you were negating 72%.
starkerealm wrote: »starkerealm wrote: »
And, this is the other problem. You should never tell the player that they have more mitigation than is possible. At best, resistance stats should probably come with the percentage mitigation in parenthesis after the value, but that value should never exceed the hard cap, which you just did, in your example, by 22%. That will result in players looking at the numbers coming back and deciding that the information they're getting is invalid.
But if you get 40k resistances then the char sheet will show 40k resistances. Isnt that the exact same thing?
Not as such. Ironically for the exact reason that @SidewalkChalk5 wants to see it change.
When you see 40k Resistance on your character sheet, that isn't quite the same as reading a percentage mitigation. The reason is that, simply put, if you do the reading to find out how much mitigation 40k will give you, you'll learn the cap is 50%. Otherwise, it doesn't outright lie to you and say you're resisting more damage than you actually are, the way it would if it said you were negating 72%.
But the fact that people have to google that number to learn what it actually means and translate it to a percentage that they can understand way easier is the problem. That means that it shows information that people cant understand which is the whole reason why it needs to change in the first place. What you are explaining is lack of information regarding the maximum mitigation you can get. Which is another issue and all the more reason to change the character sheet and put that information there as well.
That being said, it would be better to have both the number and the percentage in the character sheet because of buffs and CP that indicate the amount of resistances they give as a number and not as a percentage. They could rework the tooltips to fix that but i highly doubt that they would bother doing that no matter how easy it is.
starkerealm wrote: »starkerealm wrote: »starkerealm wrote: »
And, this is the other problem. You should never tell the player that they have more mitigation than is possible. At best, resistance stats should probably come with the percentage mitigation in parenthesis after the value, but that value should never exceed the hard cap, which you just did, in your example, by 22%. That will result in players looking at the numbers coming back and deciding that the information they're getting is invalid.
But if you get 40k resistances then the char sheet will show 40k resistances. Isnt that the exact same thing?
Not as such. Ironically for the exact reason that @SidewalkChalk5 wants to see it change.
When you see 40k Resistance on your character sheet, that isn't quite the same as reading a percentage mitigation. The reason is that, simply put, if you do the reading to find out how much mitigation 40k will give you, you'll learn the cap is 50%. Otherwise, it doesn't outright lie to you and say you're resisting more damage than you actually are, the way it would if it said you were negating 72%.
But the fact that people have to google that number to learn what it actually means and translate it to a percentage that they can understand way easier is the problem. That means that it shows information that people cant understand which is the whole reason why it needs to change in the first place. What you are explaining is lack of information regarding the maximum mitigation you can get. Which is another issue and all the more reason to change the character sheet and put that information there as well.
That being said, it would be better to have both the number and the percentage in the character sheet because of buffs and CP that indicate the amount of resistances they give as a number and not as a percentage. They could rework the tooltips to fix that but i highly doubt that they would bother doing that no matter how easy it is.
Partially because you can already get that from addons.
SidewalkChalk5 wrote: »Here's a sample character sheet using the suggestions I've made:
Spell Critical Chance: 10% Weapon Critical Chance: 66%
Critical Hit Bonus: 78% Critical Hit Resistance: -24%
Spell Resistance: 37.42/50% Physical Resistance: 37.42/50%
Spell Penetration: 0 Physical Penetration: -34%
Anyone with two spare neurons left in their brain can rub them together can see how that's objectively superior to a jumbled mess of arbitrary numbers (5280, 4884, 2772) that mean nothing to normal humans. The math and coding needed to achieve this is absurdly simple third grade level work that requires absolutely no changes to current balance or mechanics.
SidewalkChalk5 wrote: »Here's a sample character sheet using the suggestions I've made:
Spell Critical Chance: 10% Weapon Critical Chance: 66%
Critical Hit Bonus: 78% Critical Hit Resistance: -24%
Spell Resistance: 37.42/50% Physical Resistance: 37.42/50%
Spell Penetration: 0 Physical Penetration: -34%
Anyone with two spare neurons left in their brain can rub them together can see how that's objectively superior to a jumbled mess of arbitrary numbers (5280, 4884, 2772) that mean nothing to normal humans. The math and coding needed to achieve this is absurdly simple third grade level work that requires absolutely no changes to current balance or mechanics.
SidewalkChalk5 wrote: »It is universally true that all stats must ALWAYS be interpreted and the formula understood for them to be meaningful, so that's not a valid criticism of my argument that the stats need to be displayed. The correct interpretation for flat penetration is the first example you gave (if they had 40% it becomes 6%). That's how flat pen works in the damage formula.
starkerealm wrote: »Right, so when you're looking at a penetration stat that says, "hey, here's 34% penetration," your immediate thought should be that it removes 85% of the target's resistances.
SidewalkChalk5 wrote: »starkerealm wrote: »Right, so when you're looking at a penetration stat that says, "hey, here's 34% penetration," your immediate thought should be that it removes 85% of the target's resistances.
Your immediate thought should be that you need to look up how the formula...