Quantum_rage Posted December 19, 2023 Share Posted December 19, 2023 so the rewording of the faction mods is a good start, it is now super easy to understand that. it is s multiplier and not just adding to the base damage value, but this needs to be a standard across the board, anything that is adding to base value should be +100% damage and anything that is a multiplier should be 2X damage take the letrum for example we have these 2 perks 50% chance to deal +2000% damage on no crit hits? (%1000 on average) as far as i can tell this is a multiplicative effect that applies after all your mods? and +400% for 10 seconds stacking up to 3 times (%1200) as far as i can tell, this buffs base damage of the weapon. so if you already have %400 something percent base damage to end up with %1600 base damage, and then everything is calculated the problem is, the only difference between how these things are worded is one has a Damage with only a capital D and the other one is DAMAGE ah yeah thanks, new payers are really going to know the difference between % Damage and % DAMAGE good one one is a 20X multiplier (10X adjusted) and the other adds base damage to the weapon so a 12X multiplier BUT only to base damage numbers of the weapon point being, if your going to have a way to make things obvious to players, do it across the board everywhere, have standard ways of formatting your information boxes to make it easy to players to see what's going on with damage calculation numbers. it's all quite overwhelming and convoluted if you ask me also just as another small example i know of mesas peacemakers have a 4.86X damage multiplier, but this is actually just a +486% damage increase to the base value of her peacemakers, which is additive with mods. it is not a damage multiplier. it is a damage increase. stuff like this annoys me quite allot, when you do the whole X multiplier, when it is a +something% damage increase, absolutely no consistently across the game for mod damage values 2 Link to comment Share on other sites More sharing options...
Steel_Rook Posted December 19, 2023 Share Posted December 19, 2023 Still waiting for the day when all sources of bonus damage are made additive. Would certainly remove this particular bit of ambiguity. 1 Link to comment Share on other sites More sharing options...
Quantum_rage Posted December 19, 2023 Author Share Posted December 19, 2023 (edited) 3 hours ago, Steel_Rook said: Still waiting for the day when all sources of bonus damage are made additive. Would certainly remove this particular bit of ambiguity. yeah, i mean i don't mind the complexity of it, i just want it to be more obvious even with just removing multiplicative damage bonuses all together and having everything be adaptive, still wont really fix the problem because simply put, theirs allot of multiplicative stuff happening under the hood already damage X fire rate X multishot X Crit Chance X Crit Damage X Elemental Damage X outside multiplicative damage sources i know it doesn't work exactly like this its a but more complicated but i think you get the idea. even if you just remove the last leg of the chain, the entire chain still exists, hell some people don't realize that elemental damage bonuses are multiplicative with normal damage etc Edited December 19, 2023 by Quantum_rage Link to comment Share on other sites More sharing options...
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