Percentile values in floating numbers
Hover over the enemy's health bar to get his hit points.
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I don't thing "percentile" means what you're using it to mean.
Either way, percentage damage is just as lacking in context as static values, because this never gives you any direct feedback as to how much your attack is actually doing. Sometimes it does barely 10%, sometimes it does 90%, sometimes it hovers around 45%, and you have no way to tell how much it's going to do to something else. In fact, you have LESS context with this, because in order to predict, you have to know:
1. The percentage damage the attack did to the previous enemy
2. The number of hit points of that enemy
3. What damage that would mean for the attack
4. The number of hit points the enemy your are fighting now has.
4. What percentage that damage would be from these hit points.
By comparison, all you need to know in the current settings is that particular enemy's hit points and your attacks's power. It's at least one less step. That is, in fact, compounded by the fact that you have a health bar for the enemy both over his head and in your Target window that moves back an equivalent distance to the percent damage your attack just inflicted. And if the rolling health bar in the target window is a problem, the health bar over the reticle has instant feedback.
Honestly, I don't have an actual PROBLEM with this, I just don't think it will help in any way.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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And what about all those DoT powers which do less than 1% of, well... any target's health? If I see 200 "1%" damage numbers float over an enemy's head, I'd expect them to be dead twice over.
http://www.fimfiction.net/story/36641/My-Little-Exalt
As the title says - add an option where, instead of absolute numbers, the damage/healing numbers are replaced by percentages of total hitpoint values. Floating numbers as they are now lack context, as while you do know how much damage your last attack did, you don't know how many hit points that particular enemy had to begin with*. Thus, being shown just how big a chunk of health your or your teammates' attacks did might be more informative than a seemingly arbitrary number.
For example, you hit an enemy with 200HP total with an attack that does 67HP damage - instead of a red "67", the attack shows "34%" {round up the value to the nearest integer - decimal points might just needlessly add to screen clutter}
Another example, if you heal someone teammate with 60HP for 1000HP, the game will display a green 1666% - the values would not be bracketed to any upper limit, so if you one-shot an enemy, the numbers would display just how devastating that attack was.
What does everyone think? Did I miss anything?