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Damage Output Analysis

 
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Necrobotica



Joined: 17 Jul 2018
Posts: 29

PostPosted: Fri May 29, 2020 2:32 pm    Post subject: Damage Output Analysis

Hello,

So one thing I absolutely love about this game is the ability to figure out opponents weaknesses against various weapons, combat styles, etc. That being said I was wondering is there a way to turn on actual damage output numbers instead of just:

DISEMBOWELS
MUTILATES
DIMEMBER

etc...

I ask, because I'd like to see if I could try different things in the world and see what is the most effective for damage output and so on. I think this could be especially beneficial for combat oriented classes such as warrior, monk, thief, and so on.

Thanks!
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Mikoos



Joined: 03 Nov 2012
Posts: 474

PostPosted: Sat May 30, 2020 8:49 pm    Post subject:

We shouldn’t give away all the secrets! I’d start with an action(aka a trigger) that logs each attack you make against yourself or others. And log your HP. You’ll figure it out
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Sat May 30, 2020 8:59 pm    Post subject:

I realize we already have prompt with hp/mana/etc. But this would be immersion breaking to add, which reduces the magic/charm of playing. Approximations could probably be added to "help damage" but that takes away an advantage from you that your interest would otherwise have rewarded you with. Mikoos recommendation isn't too difficult.. and if you care that much.. I think you should honestly consider pursuing the interest and following what he says. We could use more nerds to help game balance.
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Necrobotica



Joined: 17 Jul 2018
Posts: 29

PostPosted: Sun May 31, 2020 3:32 pm    Post subject:

Thanks for the idea Mikoos! Yea, I understand not wanting to break immersions as well. I just nerd out on this type of stuff, and was curious. Thanks again.
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