looking for some clarification


Aett_Thorn

 

Posted

Quote:
Originally Posted by UberGuy View Post
It is correctly displaying the buff hard cap.
No it isn't.
The damage cap is 400%, but Combat Attributes caps at 300% in the example.
That means it is not showing the "hard damage cap" but the "hard damage BUFF cap".

Damage cap and buff cap are different numbers, which is why the Combat Attributes thing and how enhancements are figured in are so stupidly messy.



It seems that we need to use Mids just to get accurate damage for our powers because we can't accurately and quickly tell how much we are benefiting from buffs due to our enhancements making some of the buff get truncated off.

I hate having to use advanced math just to figure out what should be obvious and simple numbers.


What happened to playing games, learning by playing and having fun with easy to understand concepts?
No wonder this game has such a small population compared to what it should have with its story and customization and cool powers.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
No it isn't.
The damage cap is 400%, but Combat Attributes caps at 300% in the example.
That means it is not showing the "hard damage cap" but the "hard damage BUFF cap".
That's... what he said in the very sentence you quoted. Combat Attributes displays a stat called "Damage Bonus", not "Total Damage". If you have a 100% damage bonus, it displays 100%. It assumes you have passed fifth grade and are aware that a 100% bonus means double.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Which power should Combat Attributes refer to, then?
That is why I suggested they hack another 100% off the combat Attributes cap and make enhancements count separate from other buffs.

It would accomplish the same result while making the buffs listed in Combat Attributes absolutely accurate as "additional to the power's own damage numbers". It would make calculations of damage easy without Mid's or another outside program.

Does that not make sense?
Shall we keep the current "300% +/- any enhancement values over/under 100%" + base damage mess?


 

Posted

Quote:
Originally Posted by Hopeling View Post
That's... what he said in the very sentence you quoted.
Whoa.
Look what he quoted originally from me.

I said:
Quote:
And, the hard damage cap is above what the Combat Attributes say because the Combat Attributes is only displaying the "damage buff cap" not the "damage cap".

Edit:
Are you tired again, Hopeling?
I'm just pointing out that you misinterpreted my words again, because he misinterpreted them as well.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
That is why I suggested they hack another 100% off the combat Attributes cap and make enhancements count separate from other buffs.
But not all my powers have 100% from damage enhancements. Some have more, some have less, it is likely none actually have 100%.

Quote:
Originally Posted by T_Immortalus View Post
It would accomplish the same result while making the buffs listed in Combat Attributes absolutely accurate as "additional to the power's own damage numbers". It would make calculations of damage easy without Mid's or another outside program.

Does that not make sense?
Shall we keep the current "300% +/- any enhancement values over/under 100%" + base damage mess?
You really are being a bit dense here. Every power starts with the base damage. So every power starts at 100%.
Enhancements increase that more, but each power has a different value for that, so the display you are talking about CAN'T show those, since it changes per power.
Global damage buffs do affect every power, so they can be displayed.

How enhancements factor in must be a function of the player to do rough calcs in their head while playing. For example, when my blaster has Musculature slotted, I know I only benefit from ~275% damage showing in the global display (100% base + ~125% enhancements + 275% gets me to the blaster cap). If I get buffed to that point, I normally stop using Aim or Build Up, because they have lost their value.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Every power starts with the base damage. So every power starts at 100%.
Enhancements increase that more, but each power has a different value for that, so the display you are talking about CAN'T show those, since it changes per power.
Exactly!

So why is the enhancement value "invisibly" factored into the Combat Attributes value?

Why not "cut 100% off the Combat Attributes value" and just let enhancements be a separate "per power" modifier that performs almost exactly the same, just without the "how much of my exterior damage buffs am I losing?" calculation hazard?


I'm talking about simplifying the calculations for people and making them more obvious, without going to an outside resource. It would be a negligible change in functionality if any change.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Ok then, so why does the combat attributes window still start at 0% even though you're fully enhanced for damage?
As Hopeling says, the monitor has no way to know what power it should display the total for. My example Defender is not realistic in the sense that many characters do not have the same level of damage slotting in every power. Even min/max builders will sometimes let post-ED damage be around 90%, instead of 95%. If you slot purples or superior ATEs, it's easy to drive even post-ED damage to 100% and change. And every power in the same character can be slightly different.

Quote:
If they really wanted it to be clear and accurate then they should hack 100% off the damage buff cap for everyone and exclude enhancements from that calculation so that the combat attribute buffs will fully be the value they say and be the full value that applies to powers.
Except that's not valid if, for example, you're a Brute who doesn't slot ~100% damage. It's also not valid if you are slotting low-level enhancements (such as DOs) or if you have a power that deals damage but that you wanted to slot for something else. (Think many Controller holds.)

Quote:
What you are saying is that "300% damage buff is only 300% when completely unenhanced or when enhancements are perfectly enhancing to 100%" which makes calculating damage a REALLY messy affair.
That's why the monitor only displays the global buffs. It really is a messy affair. There's no generalized way to display it as a single number.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by T_Immortalus View Post
No it isn't.
The damage cap is 400%, but Combat Attributes caps at 300% in the example.
That means it is not showing the "hard damage cap" but the "hard damage BUFF cap".
This doesn't matter. I don't know why you're so fixated on this.

Saying the cap is +300% is exactly the same as saying the damage total cap is 400%.

Quote:
Damage cap and buff cap are different numbers, which is why the Combat Attributes thing and how enhancements are figured in are so stupidly messy.
It doesn't matter. Repeat after me. The distinction you are making does not matter.

It has nothing to do with how enhancements fit into the calculation.

Quote:
What happened to playing games, learning by playing and having fun with easy to understand concepts? No wonder this game has such a small population compared to what it should have with its story and customization and cool powers.
This is a preposterous conclusion. People who don't care about doing complex math can do just fine by using approximations. Seriously, do you think many people who don't want to do complex math even bother to show the attribute monitor. For those that do, the information it displays is meaningful enough most of the time, and that's almost certainly why it displays what it does the way it does.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by T_Immortalus View Post
So why is the enhancement value "invisibly" factored into the Combat Attributes value?
It isn't.

The effect of enhancements is not accounted for at all in the monitor.

All
it is showing is the total of all global damage buffs affecting your character. Enhancements aren't global, and they aren't factored into the number shown, period.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
It isn't.

The effect of enhancements is not accounted for at all in the monitor.
Is the calculation 1 or 2 here? :

1) 100% base damage + 300% buff + about 100% enhancements = damage cap(NOT "buff" cap) = 500%

2) 100% base damage + (400% buff - about 100% enhancements) = damage cap(NOT "buff" cap) = 400%


If #2 is true then the system is "invisibly" factoring enhancements(because they're not listed on combat attributes) into the "damage cap" calculation.

Number 1 above is my idea if number 2 is how the game currently handles things.



Instructions:

1) Separate enhancement value from the damage cap.

2) Delete 100% from the combat attributes damage buff cap to account of the loss of enhancement values in the calculation due to separation.

3) Profit from clearer correct information on how much damage is being buffed rather than lying to players about their buff numbers as if their buffs were giving them 300% in addition to enhancements.




Edit:
My point was:

Yes, "enhancements are not calculated in the monitor", BUT they do detract from the supposed total amount of buffs the monitor says you can have.(according to another posted above, possibly you UberGuy)

Enhancements should not mean "you benefit less from damage buffs than you think".
That is what you mean if enhancements are considered a "damage buff" limited by the "100% base + 300% buffs = 400% damage cap" you are apparently saying is how it works.

It should be:
100% base + 200% buff + 100% enhancement = 400% cap
That is if 400% is the cap the same as the above.


Just cut off 100% from the combat attributes so it doesn't lie to us.


 

Posted

100% base power + 300% buffs(including invisible enhancements for about 100%) = 400%

The above is how you are explaining things to me.



How I want things to be if the above is true:

100% base power+ 200% buffs(max displayed on combat attributes) + about 100% from enhancements = 400%


I just want the combat attributes window to be accurate on how much we benefit from past enhancements.

Is it "enhancements + 300% buff cap in CA = 500%(including base)" or "(enhancements + 200%)displayed as 300% in CA = 400%(including base)"?


 

Posted

Example time again. We're going to use a Defender once more, but we'll be specific and use one of my own as an example.

My personal level 50 Dark/Dark/Power Defender has +14% damage in set bonuses and +18.75% from Assault. When solo, she has +30% damage from Vigilance. She has Power Build Up, which is +80% damage for its duration.

Without using PBU, the attribute monitor shows 62.75% (I think rounded to 62.8%).

This Defender has Gloom slotted with the five non-proc pieces of Apocalypse in it. That adds +101.86% damage after ED. This number is never accounted for in the attribute monitor, but the damage boost to her Gloom is the sum of the number in the attribute monitor and the benefit of her enhancements - a total of +164.61%

Now let's assume I pop four small reds. That's +25% damage each, or +100% for all four. That means her Gloom deals +264.61% damage. But the combat attribute monitor will show +162.75% damage, because it doesn't know about the enhancements.

Now I also pop Power Build Up. My total in the attribute monitor will jump to +244.61%. However, because of enhancements, that would put Gloom at +346.47%, which is over the buff cap of +300%.

So according to the attribute monitor, I can still benefit from more +damage, but in reality, at least my Gloom power cannot. The combination of damage enhancement for that power and global damage buffs has already overshot the cap.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Is it "enhancements + 300% = 500%(including base)" or "enhancements + 200% = 400%(including base)"?
See my example above, but the short answer, assuming 100% damage enhancement, is the second option you list.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Just cut off 100% from the combat attributes so it doesn't lie to us.
That still lies to us. It just lies to us in a way you personally prefer.

You probably really don't want to know about the ToHit chance monitor.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by T_Immortalus View Post
So why is the enhancement value "invisibly" factored into the Combat Attributes value?
It is not. The value in the display monitor is just for buffs. The 100% most folks are talking about is not from enhancements, but simply from the fact that the power deals damage even without buffs and enhancements, what is commonly called "base" damage. That 100% is already not displayed, as you seem to wish.

Quote:
Originally Posted by T_Immortalus View Post
Why not "cut 100% off the Combat Attributes value" and just let enhancements be a separate "per power" modifier that performs almost exactly the same, just without the "how much of my exterior damage buffs am I losing?" calculation hazard?
It already acts like this. This is how it currently works. You seem to be asking that enhancements not be included in the cap equation at all?


Quote:
Originally Posted by T_Immortalus View Post
I'm talking about simplifying the calculations for people and making them more obvious, without going to an outside resource. It would be a negligible change in functionality if any change.
Not including enhancements as part of the damage cap would be a significant change, basically improving the total damage any character could deal by the amount one could enhance. Or, as you may be suggesting, we could be nerfing outside buffs by lowering the damage cap by 100% and then saying enhancements ignore the buff cap (not sure that is even possible with current code).

Finally, I find it somewhat baffling that we are talking about addition as if it is complicated math. I can understand being confused by what is going on, but not by the math part. The math here is adding (and subtracting) up to 3 digit numbers.

Every power deals 100% or what we call base damage. Every power can then deal additional damage though enhancements and buffs up to an additional +300% for most, +400% for a few, and +575% for brutes.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by UberGuy View Post
See my example above, but the short answer, assuming 100% damage enhancement, is the second option you list.
So the enhancements detract(count against any buffs listed) from the buff cap listed in combat attributes?

100% base damage + 300% buff = 400% damage cap
400% damage cap - 100% enhancements - 100% base damage = 200% buff cap


So which is combat attributes displaying?
1) damage cap minus base
or
2) damage cap minus base minus enhancements


See my problem yet?

Either enhancements are completely separate, meaning the buffs listed in combat attributes would be in addition to enhancements....
....or, enhancements are "invisibly" counted in combat attributes such that damage stops increasing when combat attributes is at 200% and not capped.


Therefore, if "enhancements are 'invisibly' calculated to drop the buff total of combat attributes" then....

....why not just drop the buff max shown in combat attributes by 100%, to show how much you actually benefit from buffs, and have enhancements calculated separately per power as they currently are anyway?


You and game: A + B(+ "invisible C") = A + B
100% + 300%(+invisible 100%) = 400%

My idea: A + F(= B - "invisible C") + C = A + F + C = A + B
100% + 200%(= 300% - 100%) + 100% = 400%

It may look more complicated my way, but it is far more clear and simpler than having "invisible C" for the players.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
It already acts like this. This is how it currently works. You seem to be asking that enhancements not be included in the cap equation at all?
No, I want it to be DISPLAYED as it acts.

Show a 200% BUFF CAP instead of 300% that includes 100% enhancements that invisibly subtract damage buffs listed until damage peaks when the buff cap says 200% and still keeps counting to 300% even though players gain no benefit.


Combat Attributes is apparently not displaying "just buffs" but is displaying "enhancements + buffs, but you can't see the enhancement numbers".

It's like taking a photograph of two people on each side of a scale(total 4 people) so that the photograph shows the entire scene minus one person on one side(showing only 3 people).
"How do we get to 2 people worth with only one person?"
The game may know there were "2 people on both sides", but players are deceived as far as the "photograph"(combat attributes).



Edit:
I don't know if that analogy works the best.

Players know there are enhancements and the base damage and the damage buffs they think are 300%.
It's like the game is showing us 500%, because of base damage plus enhancements plus 300% "buffs only", but then the actual performance is only 400% due to the enhancements countign against the 300% "buffs only".

If the "buffs only" total on combat attributes is 100% too high then why is it 100% too high?
Why not show an accurate value or "total buff" that does not invisibly include enhancements invisibly counting against the total?


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
You and game: A + B(+ "invisible C") = A + B
100% + 300%(+invisible 100%) = 400%

My idea: A + F(= B - "invisible C") + C = A + F + C = A + B
100% + 200%(= 300% - 100%) + 100% = 400%

It may look more complicated my way, but it is far more clear and simpler than having "invisible C" for the players.
First, enhancment values are not invisible, they are just displayed elsewhere (you know, in the power window, since they are usually different per power).

Second, you keep acting like enhancement values = 100%, rather than being different per power, per build.

Third the current method is not reflected properly in your little oddly written formula, but rather should just simply be:
100% base + up to 300% (from buffs and enhancements).

Finally, I do not agree your way is simpler, it is just different.

Quote:
Originally Posted by T_Immortalus View Post
If the "buffs only" total on combat attributes is 100% too high then why is it 100% too high?
Why not show an accurate value or "total buff" that does not invisibly include enhancements invisibly counting against the total?
It is not too high, it is just capped. No matter how you slice it, you will still need to look in more than one place because each power has its own enhancement value.
Even your method requires you to know what the enhancement value per power equals in order to figure the damage (and figuring damage is even more complicated because it changes based on the relative level of the target and resistances). But none of that matters because the complicated math is all done by computers. We don't have to announce to a GM that we are attacking critter A with power B roll dice then math in all the modifiers and then do more math based on the target's attributes, etc.

We push button, pretty animation goes off, enemy gets whacked. Yay!


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
First, enhancment values are not invisible, they are just displayed elsewhere (you know, in the power window, since they are usually different per power).

Second, you keep acting like enhancement values = 100%, rather than being different per power, per build.

Third the current method is not reflected properly in your little oddly written formula, but rather should just simply be:
100% base + up to 300% (from buffs and enhancements).

Finally, I do not agree your way is simpler, it is just different.
1) 100% is about what Enhancement Diversification caps a power's enhancement total at. I used that as a "typically slotted damage power" for calculations.

2) Reread the first page.
UberGuy said:
Quote:
The attribute monitor turns the number blue and caps it at 300% when your global bonus reaches the buff cap, but the truth is that individual powers may have reached the buff cap well before then, because of enhancements. For folks that slot pets for ED "max" damage, you've only got around 200% headroom for buffs on them.
Why the hell does it display 300% "buffs" when any enhanced power only gets 200% "buffs" because enhancements count against the "buff cap"?

200% != 300%
(that's "does not equal")


The combat attributes are lying.
It is not "buffs only" when it really is "buffs plus enhancement number that is not listed here but somewhere else and makes this total a lie".

DO YOU UNDERSTAND YET?!?



I'm saying:


Make the combat attributes cap 200% and make it display JUST BUFFS, not enhancements displayed somewhere else taking away from the buffs displayed without showing that they do.
(Edit: "We're sneaking in a -100% to your buff total that you can't tell is there unless you compare your power's damage to what you think it should be. HAHAHAHA!"

Is that so hard?

If enhancements really do count against your buff total then your buff total in combat attributes needs to show that somehow....by being accurately lower and having enhancements not go against that lower cap.




Edit:
That is all assuming that UberGuy was correct in his "damage cap = base + combat attributes, and enhancements count against the combat attributes cap for buffs" instead of the much more logical and simple "damage cap = 500% = 100% base + 300% buffs tallied in Combat Attributes plus maximum 100% enhancement".


 

Posted

To remove all doubt I will go into "kindergarten mode"....


Explanation:

100 = base damage
100* = enhancements at ED cap
300 = Combat Attributes displayed "buff cap" for MM pets cited in picture on page one of this thread
200 = "buff cap" when enhancements are factored against the "damage cap"


UberGuy said(simplified) on page one:

Quote:
100 + 100* + 300 = 400
"We, the developers, do not want damage over 400(percent), so we are allowing buffs to reach 300% but subtracting enhancement values from that 'behind the scenes' to ensure that cap is maintained while making a complicated calculation, using non-obvious numbers that people will argue about on the forums incessantly until somebody actually tests to see how things 'really work', that we are not displaying properly."
I have been saying in different ways:
Quote:
It should say:
100 + 100* + 200 = 400
"We, the developers, do not want damage over 400(percent), so we are capping buffs at 200% whether the power is enhanced or not, in order to avoid a complicated calculation, using non-obvious numbers that people will argue about on the forums incessantly until somebody actually tests to see how things 'really work', that we were not displaying properly."

So, are the devs being honest and obvious with us? Is the 'buff cap" on combat attributes IN ADDITION TO base and enhancements?

Or, are the devs hiding the truth from us, even unintentionally? Is the "buff cap" on combat attributes not accurate because enhancements SUBTRACT FROM buffs?


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
So the enhancements detract(count against any buffs listed) from the buff cap listed in combat attributes?

100% base damage + 300% buff = 400% damage cap
400% damage cap - 100% enhancements - 100% base damage = 200% buff cap


So which is combat attributes displaying?
1) damage cap minus base
or
2) damage cap minus base minus enhancements
Dude.

Quote:
100% base damage + 300% buff = 400% damage cap
400% damage cap - 100% enhancements - 100% base damage = 200% buff cap
The damage buff cap is not +200%. It's +300%. (400% total) Period. End of story. If the monitor turned blue at 200% it would just be wrong in a new way.

If there's a design error here, it's trying to get the monitor to show the cap. The number it is displaying is just global damage. You have to think of the blue text and numeric cap as just a warning that "hey, you are definitely over the cap here". The truth is that you almost certainly reached it before, but you are at/above it now without a doubt.

There's just no one number it can show here that's right.

Here. I'm going to make your brain hurt even more. There's no such thing as "+damage". There are actually eight different attributes:
  • +Damage (Lethal)
  • +Damage (Smashing)
  • +Damage (Fire)
  • +Damage (Cold)
  • +Damage (Energy)
  • +Damage (Negative)
  • +Damage (Toxic)
  • +Damage (Psionic)
Actually, there are three more damage types, named Unique1, Unique2 and Unique3, but players never get to deal those damage types. Hamidon's special damage uses one of those, which is why we can get resistance to it with Essence of the Earth inspirations.

Back before it was changed to more of a critical-hit-like mechanic, Fiery Embrace gave +Damage(Fire) that lasted longer than all the other damage bonus types. The combat attribute had no way to correctly display that, because it shows one number for all damage types.

You really need to accept that the game's attribute system is more complex than can be displayed with universal correctness with a single value.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
"We, the developers, do not want damage over 400(percent), so we are capping buffs at 200% whether the power is enhanced or not, in order to avoid a complicated calculation, using non-obvious numbers that people will argue about on the forums incessantly until somebody actually tests to see how things 'really work', that we were not displaying properly."
The game is not going to change. These mechanics are part of the most basic foundation of the combat mechanics. They work. What you are asking for is like asking for the foundation of a skyscraper to be rebuilt while people keep working in it because you think the existing one is ugly. It's not going to happen. Not on the grounds that the resulting mechanics are difficult to display in a concise way. Probably it won't change for any reason, but I would bet my life's savings that it won't change for that reason.

I won't be surprised at all if you respond to this with a long exposition on theories about what they could do, how it might work, standard code rants that you then largely ignore in your own posts, and so on. You take those sorts of positions in these forums pretty consistently. I'm not going to debate it with you. This is how it works today and I'm confident that, in broad terms it's how it'll work the day they shut the servers down.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
The damage buff cap is not +200%. It's +300%. (400% total) Period.
I AGREE
I AGREE
I AGREE
I AGREE
I AGREE

YOU ARE RIGHT!


BUT, the number for "damage buffs" in Combat Attributes DOES NOT CHANGE with the enhanced value of a power, but the DAMAGE TOTAL BEFORE CAP CALCULATION CHANGES.

300% is not always 300%
It is only 300% for unenhanced powers.

How often do you use unenhanced damage powers?
How often do you use enhanced damage powers?

Why display the number that only applies when people use the least used powers?
Why not display the number they use when they use their most commonly used powers?






Why not display 200%, which applies to all powers, instead of a "not correct very often" 300%?




Edit:

Buffs = 300%
Attack1 = unenhanced
Attack 2 = 50% enhanced
Attack 3 = 75% enhanced
Attack 4 = 100% enhanced

Attack1 = 400% damage
Attack2 = 400% damage
Attack3 = 400% damage
Attack4 = 400% damage

Why the hell bother enhancing at all?
The number is never correct unless your damage buff is under 200% or less.



Buffs = 200%
Attack1 = unenhanced
Attack 2 = 50% enhanced
Attack 3 = 75% enhanced
Attack 4 = 100% enhanced

Attack1 = 300% damage
Attack2 = 350% damage
Attack3 = 375% damage
Attack4 = 400% damage


See how much more accurate that looks?
Everything adds up perfectly and all Combat Attributes has to show is 200% with the same hidden 400% number and enhancements totaling to the exact same amount.



Edit 2:
If that is not obvious and simple enough for you, to show you what I am trying to say should be done, then there is no hope for you.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Why not display 200%, which applies to all powers, instead of a "not correct very often" 300%?
Well, one reason I can think of is that it's not actually wrong very often. Very, very few characters operate at the cap with any frequency. By being wrong in that particular case just doesn't come up that often. If you happen to be, say, a Kinetics Defender or Controller, sure, it might come up regularly. Pretty much no one else has that issue. (About the only other folks would be Super Strength Tankers, and it's far more rare for them to have builds that allow that.)

In contrast, your solution would be wrong for almost everyone below level 22 ... where, you know, a huge chunk of the characters in the game exist.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by T_Immortalus View Post
Make the combat attributes cap 200% and make it display JUST BUFFS, not enhancements displayed somewhere else taking away from the buffs displayed without showing that they do.

That's not how it works though. Assuming the information posted in this thread is correct (I'm not doubting it at the moment, too many folks saying the same thing), the cap for pets, for example, is +300% bonus (as displayed in the Combat Attributes) or 400% if you include the 100% base damage in your calculation.

Enhancements aren't included because they're different for each power. But they're not "subtracted out," nor should they be. If the cap is +300%, that's the cap, and it doesn't matter where the bonus comes from. They CAN'T "pre-subtract" 100% for Enhancements because a power might not have any Enhancements at all. So enhancements just aren't considered in the Combat Attributes because they can't be meaningfully considered.

That the Combat Attributes shows us the cap also is just basically happenstance. It knows the cap, so it shows us, but when a power is used the system has to include enhancement bonuses, and it'll calculate the exact value then.

Yes, it might be nice if the Combat Window, for example, show us the buff calculation it used each time you clicked a power, but it's not to hard to multiply it out for yourself either.


Just to try to be crystal clear, all buffs are lumped together, then capped:

min { 300%, Enhance% + Global% }
Then that value is used to calculate damage.

Dam = Base * ( 100% + min { 300%, Enhance% + Global% } )
The Combat Attributes shows us the 300% number because it happens to know it, but the actual damage calculation uses the second formula, which Combat Attributes can't do until it has a power. And I don't think you should activate a power before Combat Attributes works, or show the values for the last power used or something. That would be even more confusing.