


Expert hunter with 2k crit rating was always giving me ~10% extra crit.daedalusAI wrote: »Weapon crit was displayed as a percentage but now I have expert hunter showing me a rating. How much is 2k crit rating as an actual percentage?
Quite inconsistent obscuring almost every stat as a rating but showing crit chance as an actual percentage.
You only regain resources every two seconds; that's why it displays the value as such.
As for Resistance, I believe 33k is equal to 50% resistance, which makes 10k 16% resistance more or less.
2191 Crit Rating is equal to 10% Crit Chance.
@Asayre did the math for damage somewhere else in these forums.
Some of the stats, or how they do them do make sense once you see the reasons why, its just getting your head around it.
But yes, as others posted Asayre's info can really help you get into the detail if you so wish.
daedalusAI wrote: »Some of the stats, or how they do them do make sense once you see the reasons why, its just getting your head around it.
But yes, as others posted Asayre's info can really help you get into the detail if you so wish.
There is no reason why your character sheet only displays ratings for spell and physical resistance but is somehow able to display your crit chance as a percentage.
Why not just just show crit chance as a rating too to keep it in line with expert hunter and the defensive ratings?
The tooltips are mind-blowing:
Weapon damage: "Affects how much damage or healing your stamina-based abilities and weapons cause."
No information at all if that is flat +X, a rating or something entirely different.
If I have to use math devised by players to understand the basic stats and skill mechanisms that the game utterly fails to explain itself that already is a pathetic showing.

daedalusAI wrote: »Some of the stats, or how they do them do make sense once you see the reasons why, its just getting your head around it.
But yes, as others posted Asayre's info can really help you get into the detail if you so wish.
There is no reason why your character sheet only displays ratings for spell and physical resistance but is somehow able to display your crit chance as a percentage.
Why not just just show crit chance as a rating too to keep it in line with expert hunter and the defensive ratings?
The tooltips are mind-blowing:
Weapon damage: "Affects how much damage or healing your stamina-based abilities and weapons cause."
No information at all if that is flat +X, a rating or something entirely different.
If I have to use math devised by players to understand the basic stats and skill mechanisms that the game utterly fails to explain itself that already is a pathetic showing.
Theorycrafting


As for why games obfuscate numbers like this, here's an interesting link with comments from developers from several major games:
https://quora.com/Why-do-games-often-hide-certain-statistics-from-most-players
Probably so that if ZoS cause something similar to the movement speed bug no one will notice it and if they don't notice, they can't demand ZoS fix it.
As for why games obfuscate numbers like this, here's an interesting link with comments from developers from several major games:
https://quora.com/Why-do-games-often-hide-certain-statistics-from-most-players
daedalusAI wrote: »You only regain resources every two seconds; that's why it displays the value as such.
As for Resistance, I believe 33k is equal to 50% resistance, which makes 10k 16% resistance more or less.
2191 Crit Rating is equal to 10% Crit Chance.
@Asayre did the math for damage somewhere else in these forums.
Hmm: are they afraid to show the actual percentages as a means of "hiding" some mechanism and to minimize them getting exploited?
There is no other reason considering they do show the actual crit percentage.
Thanks though - but it's pathetic that players have to do their own math to understand the mechanisms the game won't show.
Reorx_Holybeard wrote: »While there are definite areas of improvement (the Critical number in particular instead of a % annoys me to no end) name one RPG that doesn't do this. Its just a natural consequence of a complex combat engine being represented by a bunch of numbers. At the lowest level of knowledge all you have to realize is that bigger numbers are better. As you gain knowledge you learn things like some numbers are more important than others and diminished returns. At the far end of knowledge you can theorycraft with the actual equations that govern each stat and how they relate to damage done or taken.
daedalusAI wrote: »Reorx_Holybeard wrote: »While there are definite areas of improvement (the Critical number in particular instead of a % annoys me to no end) name one RPG that doesn't do this. Its just a natural consequence of a complex combat engine being represented by a bunch of numbers. At the lowest level of knowledge all you have to realize is that bigger numbers are better. As you gain knowledge you learn things like some numbers are more important than others and diminished returns. At the far end of knowledge you can theorycraft with the actual equations that govern each stat and how they relate to damage done or taken.
Let me see:
- WoW isn't really an RPG but the character window is so simplified you are only shown percentages instead of ratings
- lotro is in its final breath of live and yet it manages to only show ratings in the character window and the tooltip to every rating provides you with the actual percentage
- POE isn't an RPG either but your character window does indeed show you every possible information you could seek
Im glad they arent explaining literally everything with a paragraph or something. Not only it would mess up the UI it also gives importance to theorycrafting in general. Testing and failing/succeeding extends my overall gameplay in a good way.
I think that many of the comments thus far are missing the OP's point. The character sheet information and tooltip information is not easily understandable or intuitive. I think that it's something that developers can improve on. We shouldn't have to rely on external information like resistance caps to understand what our damage output is.
It seems to me like the current system in place is the result of 'quick fixes' and 'bandaid fixes' implemented over the course of the development of the game like changes in the champion point system, removal of veteran ranks, soft cap removal, and resistance cap changes. Diehard ESO fans are going to try to figure it out (or at least they're going to go to the math wizzes and take their word for it).
l think it's time that they go back and clean up the character sheet or devote some resources to transparency and consistency.