Change wording of Critical damage bonuses?

Avran_Sylt
Avran_Sylt
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Currently it is worded "Increase your critical damage done by [x]%"

I think it should be reworded to: "Increases your critical multiplier by [x]%"

my reasoning below:
Wanted to test how much the Archer's Mind set would increase onslaught damage from stealth (building a gimmicky 1-shot build for PvP). So I decided to see how much the Assassination passive added to the onslaught damage from sneak.

This is what I found from testing on PvE critters: (Edit: also have the serpent mundus tooltipped at 17% increased Crit damage, also had 80 points into Precise Strikes, an additional 21.4% critical damage increase, am also a khajiit, so an additional 10% total damage from stealth (not sure how that is coded though, will have to test))

onslaught for me does: 14155 damage
my onslaught when crouched does: 16,177 damage

Critical without an assassination ability slotted: 26,611 ~ (14,155 * (1.5 + 0.17 + 0.214))
Critical with an assassination ability slotted : 28,027 ~ (14,155 * (1.5 + 0.17 + 0.214 + 0.1))

A difference of 1,416 Damage, being an increased Critical Damage of 5.32%
It is, however, a 0.1 increase of the base damage (crit multiplier increased by 0.1) (1.5 + x + 0.1)

Sneak Critical without an assassination ability slotted: 74,900 Damage ~ (16,177 * ((1.5 + 0.17 + 0.214 + sneakBonus))
Sneak Critical with an assassination ability slotted: 76,517 Damage ~ (16,177 * ((1.5 + 0.17 + 0.214 + 0.1 + sneakBonus))

A difference of 1,617 Damage, being an increased Critical Damage of 2.15%
It is, however, a 0.1 increase of the base damage (crit multiplier increased by 0.1) (1.5 + x + 0.1)
(side note, it can be calculated from this, that the sneak damage bonus for PvE is roughly a 2.74 increase. my char being a khajiit, and the likelihood of a nice number means that the sneak bonus is more like + 2.5 (or +250% damage) in PvE.

As it doesn't increase the total Critical Damage, rather the critical multiplier, I think it should be reworded fr clarity.
Edited by Avran_Sylt on March 31, 2017 9:00PM

Change wording of Critical damage bonuses? 27 votes

Yeah
25%
Morimizowildbear247Marktoneth3zuto40WhiteMageAvran_SyltBombashaman 7 votes
Nah
22%
idkGilGaladKammakazitheher0notBobby_V_Rockitmesmerizedish 6 votes
Word it another way...
3%
Gilvoth 1 vote
I don't Care
48%
otis67Drasnlolo_01b16_ESOSpliffoJarlUlfricpsychotic13VipstaakkiFerrumnCutemTempahspud1639FLL200CKeiruNicromjpeg 13 votes
  • KochDerDamonen
    KochDerDamonen
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    Think it's more an issue of the background calculations than what the effect is intended to do, but who knows
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • Avran_Sylt
    Avran_Sylt
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    Yeah
    Think it's more an issue of the background calculations than what the effect is intended to do, but who knows

    Yeah, that's teh issue. currently it only increases the critical multiplier additively, not the damage itself. which is why I suggest changing the wording to accurately describe how it will be calculated.
    Edited by Avran_Sylt on March 31, 2017 4:51AM
  • Gilvoth
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    Word it another way...
    should state the effect it will have on damage and what should expect per increase.
  • WhiteMage
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    Yeah
    I'm all for clarity and transparency in tooltips. The more information the better. Where's my comprehensive players guide in /help? Best we have are qualitative descriptions; I want some numbers!
    The generally amicable yet sporadically salty magplar that may or may not have 1vXed you in Sotha Sil. Who knows?
  • idk
    idk
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    Nah
    The use of the word multiplier could be misleading. Some modifiers affect the bonus differently
  • Avran_Sylt
    Avran_Sylt
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    Yeah
    The use of the word multiplier could be misleading. Some modifiers affect the bonus differently

    Could I ask which ones you refer to? I may do more testing.
  • idk
    idk
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    Nah
    Avran_Sylt wrote: »
    The use of the word multiplier could be misleading. Some modifiers affect the bonus differently

    Could I ask which ones you refer to? I may do more testing.

    I'd suggest taking a look at each skill and passive that adds. I don't think I will spend the time in a subject that does not bring strong interest. Not offense.
  • Avran_Sylt
    Avran_Sylt
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    Yeah
    Avran_Sylt wrote: »
    The use of the word multiplier could be misleading. Some modifiers affect the bonus differently

    Could I ask which ones you refer to? I may do more testing.

    I'd suggest taking a look at each skill and passive that adds. I don't think I will spend the time in a subject that does not bring strong interest. Not offense.

    None taken. medusa here I come.
  • Dagoth_Rac
    Dagoth_Rac
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    Both are somewhat misleading. A 10% increase to base 50% crit damage multiplier? Is that an increase to 60% (50% + 10%) or 55% (50% + 10% of 50%)? As someone who writes financial software, and where this kind of ambiguity is common, I think the best tooltip would probably be something like, "Increases your critical damage rate by X basis points." :)
  • Waffennacht
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    Well knowing that ZoS is moving away from multiplication modifiers into linear ones.

    Example, using innerlight with undaunted mettle doesn't give you 10% and then another 3% with that 10% added, both only consider your base magicka.

    Knowing this, I would assume all modifiers are or will become linear (correct terminology? )
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Avran_Sylt
    Avran_Sylt
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    Yeah
    Dagoth_Rac wrote: »
    Both are somewhat misleading. A 10% increase to base 50% crit damage multiplier? Is that an increase to 60% (50% + 10%) or 55% (50% + 10% of 50%)? As someone who writes financial software, and where this kind of ambiguity is common, I think the best tooltip would probably be something like, "Increases your critical damage rate by X basis points." :)

    mhmm, yeah. I was thinking at first of wording it not by percentages, but by: Increase critical multiplier by 0.10 , a flat, static number. Though it certainly doesn't look as appealing as 10%
    Well knowing that ZoS is moving away from multiplication modifiers into linear ones.

    Example, using innerlight with undaunted mettle doesn't give you 10% and then another 3% with that 10% added, both only consider your base magicka.

    Knowing this, I would assume all modifiers are or will become linear (correct terminology? )

    Not too sure if that's the direction that they intend to go down, but whatever they do, hopefully they manage to make the tooltips accurate to what they do.
  • mesmerizedish
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    Nah
    I don't know exactly how sneak attacks work, so I won't comment on your crouched example, but in the normal example, you're doing 11.4% more critical damage, which is close enough to 10% that it can probably be accounted for by the random element of damage rolls.

    I imagine you got your 5.3% result because you calculated the increase over the total damage rather than the critical damage. Critical damage is just the extra damage on top of base damage.
  • Avran_Sylt
    Avran_Sylt
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    Yeah
    I don't know exactly how sneak attacks work, so I won't comment on your crouched example, but in the normal example, you're doing 11.4% more critical damage, which is close enough to 10% that it can probably be accounted for by the random element of damage rolls.

    I imagine you got your 5.3% result because you calculated the increase over the total damage rather than the critical damage. Critical damage is just the extra damage on top of base damage.

    Ah, I should've mentioned I had the Serpent Mundus on at the time, with a bonus of 17% Critical damage. which is why I went off of the difference between having the passive active or not. In total I had up to 27% increased Critical Damage with the passive, 17% without. also had 80 points into precise strikes, so an additional 21.4%. so at maximum a 38.4% - 48.4% critical damage bonus. (also a khajiit, so the stealth damages are 10% higher)
    Edited by Avran_Sylt on March 31, 2017 9:17PM
  • mesmerizedish
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    Nah
    Avran_Sylt wrote: »
    I don't know exactly how sneak attacks work, so I won't comment on your crouched example, but in the normal example, you're doing 11.4% more critical damage, which is close enough to 10% that it can probably be accounted for by the random element of damage rolls.

    I imagine you got your 5.3% result because you calculated the increase over the total damage rather than the critical damage. Critical damage is just the extra damage on top of base damage.

    Ah, I should've mentioned I had the Serpent Mundus on at the time, with a bonus of 17% Critical damage. which is why I went off of the difference between having the passive active or not. In total I had up to 27% increased Critical Damage with the passive, 17% without.

    None of that changes the fact that you're doing 11.4% more critical damage, not 5.3% :p

    I do think there's some ambiguity here, but it's not the problem you suggest it is. Your misunderstanding is in what "critical damage" means. There's no way to interpret "10% more critical damage" to mean "10% more total damage on a critical hit," which is what you've done.

    The real issue is the manner in which this bonus stacks with other like bonuses. Just based on how video game damage formulae tend to work, I'd bet that all "critical damage bonuses" are combined additively, not multiplicatively. If that's the case, then neither how it's currently worded nor how you suggest it be worded would be truly accurate.

    I'll run through some modeled examples because I need a calculator to work with your damage numbers :P

    Let's say an attack does 100 damage. Baseline crits deal 50% additional damage, so that's 50 critical damage for a total damage of 150.

    Base: 100
    Critical: 50
    Total: 150

    Now, if we take your passive that gives 10% bonus critical damage, the thing that those words mean would be:

    Base: 100
    Critical: 50 * 1.1 = 55
    Total: 155

    The way it probably works is, in fact, the way you think it works (10% assassination passive bonus, plus 17% Serpent stone bonus means critical damage is 50 + 10 + 17 = 77% bonus), but "Increases your critical multiplier by [x]%" would mean 50% * 1.1 * 1.17 = 64.4%. Coincidentally, this means the exact same thing as does the current text.

    Just apropos of nothing, you must have more critical damage bonuses than the Serpent stone, because even without the assassination passive your crits are still hitting for 88% more than the base value.

    When I originally cast my vote, it was guided by the answer to the question "does the problem OP describes exist," which is a firm "no." But now I've actually worked through a bit of math and there probably is a problem, but it's a problem that exists in every English-language game that deals with flat percentages rather than describing bonuses in terms of "crit rating" or the like. There's no good way to communicate "add 10 to the percentage" as long as the percentage is, you know, a percentage.

    The best unambiguous solution would be to make crit damage just a scalar rather than a percentage, i.e. make the base "0.5" and word the passive as "Increases your critical multiplier by 0.1."

    That's not going to happen, so I think, as much as I hate to say it, we're going to have to settle for the ambiguity.
  • Avran_Sylt
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    Yeah
    Avran_Sylt wrote: »
    I don't know exactly how sneak attacks work, so I won't comment on your crouched example, but in the normal example, you're doing 11.4% more critical damage, which is close enough to 10% that it can probably be accounted for by the random element of damage rolls.

    I imagine you got your 5.3% result because you calculated the increase over the total damage rather than the critical damage. Critical damage is just the extra damage on top of base damage.

    Ah, I should've mentioned I had the Serpent Mundus on at the time, with a bonus of 17% Critical damage. which is why I went off of the difference between having the passive active or not. In total I had up to 27% increased Critical Damage with the passive, 17% without.

    None of that changes the fact that you're doing 11.4% more critical damage, not 5.3% :p

    I do think there's some ambiguity here, but it's not the problem you suggest it is. Your misunderstanding is in what "critical damage" means. There's no way to interpret "10% more critical damage" to mean "10% more total damage on a critical hit," which is what you've done.

    The real issue is the manner in which this bonus stacks with other like bonuses. Just based on how video game damage formulae tend to work, I'd bet that all "critical damage bonuses" are combined additively, not multiplicatively. If that's the case, then neither how it's currently worded nor how you suggest it be worded would be truly accurate.

    I'll run through some modeled examples because I need a calculator to work with your damage numbers :P

    Let's say an attack does 100 damage. Baseline crits deal 50% additional damage, so that's 50 critical damage for a total damage of 150.

    Base: 100
    Critical: 50
    Total: 150

    Now, if we take your passive that gives 10% bonus critical damage, the thing that those words mean would be:

    Base: 100
    Critical: 50 * 1.1 = 55
    Total: 155

    The way it probably works is, in fact, the way you think it works (10% assassination passive bonus, plus 17% Serpent stone bonus means critical damage is 50 + 10 + 17 = 77% bonus), but "Increases your critical multiplier by [x]%" would mean 50% * 1.1 * 1.17 = 64.4%. Coincidentally, this means the exact same thing as does the current text.

    Just apropos of nothing, you must have more critical damage bonuses than the Serpent stone, because even without the assassination passive your crits are still hitting for 88% more than the base value.

    When I originally cast my vote, it was guided by the answer to the question "does the problem OP describes exist," which is a firm "no." But now I've actually worked through a bit of math and there probably is a problem, but it's a problem that exists in every English-language game that deals with flat percentages rather than describing bonuses in terms of "crit rating" or the like. There's no good way to communicate "add 10 to the percentage" as long as the percentage is, you know, a percentage.

    The best unambiguous solution would be to make crit damage just a scalar rather than a percentage, i.e. make the base "0.5" and word the passive as "Increases your critical multiplier by 0.1."

    That's not going to happen, so I think, as much as I hate to say it, we're going to have to settle for the ambiguity.

    Yeah, I've only just noticed that my proposed solution is in fact, just shifting the metaphorical rug over the hole. and while yes, the scalar would provide more clarity, you're likely right that no designer would likely follow through with the change as you suggest. Rather annoying. but percentages and whole numbers look a lot more appealing than do decimals.
    (side note, the additional crit damage likely comes from the Precise Strike CP skills, also the sneak bonus from khajiit for the crouched ones)
    Edited by Avran_Sylt on March 31, 2017 9:25PM
  • Lightspeedflashb14_ESO
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    Avran_Sylt wrote: »
    I don't know exactly how sneak attacks work, so I won't comment on your crouched example, but in the normal example, you're doing 11.4% more critical damage, which is close enough to 10% that it can probably be accounted for by the random element of damage rolls.

    I imagine you got your 5.3% result because you calculated the increase over the total damage rather than the critical damage. Critical damage is just the extra damage on top of base damage.

    Ah, I should've mentioned I had the Serpent Mundus on at the time, with a bonus of 17% Critical damage. which is why I went off of the difference between having the passive active or not. In total I had up to 27% increased Critical Damage with the passive, 17% without. also had 80 points into precise strikes, so an additional 21.4%. so at maximum a 38.4% - 48.4% critical damage bonus. (also a khajiit , so the stealth damages are 10% higher)

    It is the shadow that gives more crit hit damage, not serpant, that one is stamina regen.

    And the shadow gives 12% more crit hit damage and then each piece of gold divines give 7.5% of that 12%, which is then additive. So one piece gives .9% more crit hit damage (12×0.075), so 7 gold divines will give you 18.3% more crit hit damage.

    The passive from the khajiit "Reduces your detection radius in stealth by 3 meters. Increases your damage done while in stealth by 10%.", Has nothing to do with crit hit damage.


    The long and short of it is that all crit hit damage increases are additive now, warhorn uses to be the only way to multiply your crit hit damage, by 30%, now it is only a flat additional value of 15% crit hit damage.

    One more thing, the crit hit damage from the champion points has jump points, that is points where you are wasting CP and those are The Elfborn and Precise Strikes jump points are at
    1, 2, 4, 7, 9, 12, 15, 18, 22, 26, 29, 33, 38, 42, 46, 51, 56, 61, 66, 71, 76, 81, 87, 92, 98.


    I really recommend you guys read through this thread https://forums.elderscrollsonline.com/en/discussion/318595/introduction-to-pve-damage-calculation-homestead
    Edited by Lightspeedflashb14_ESO on April 9, 2017 9:12AM
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