Open qndel opened 1 month ago
What do you do with elemental damage? Do you also sum it in the final damage display?
I ask this because I think it would be misleading since that damage is not affected by STR/DEX modifiers, while the "base" damage is. But at the same time, not adding it kinda goes against what you intended to do here in the first place.
Without a nice way to show the damage types (perhaps like how it shows in D2's character screen, where elements are separate) in the info panel, I'm personally against this change.
What do you do with elemental damage? Do you also sum it in the final damage display?
I ask this because I think it would be misleading since that damage is not affected by STR/DEX modifiers, while the "base" damage is. But at the same time, not adding it kinda goes against what you intended to do here in the first place.
Without a nice way to show the damage types (perhaps like how it shows in D2's character screen, where elements are separate) in the info panel, I'm personally against this change.
I defecate violently on elemental damage as it's not related to this change in any way You took the time to write this comment, why not look at the changed code and answer your question? It's not that complex 😞
... [elemental] damage is not affected by STR/DEX modifiers, while the "base" damage is.
No weapon damage is affected by STR/DEX modifiers. You could, in fact, just add elemental damage on top, and it would be mostly accurate.
D2 used different colors for greater clarity. White = base, modified = blue. Without doing that, I'm not sure I like this any better than before.
D2 used different colors for greater clarity. White = base, modified = blue. Without doing that, I'm not sure I like this any better than before.
you don't like anything, get out
... [elemental] damage is not affected by STR/DEX modifiers, while the "base" damage is.
No weapon damage is affected by STR/DEX modifiers. You could, in fact, just add elemental damage on top, and it would be mostly accurate.
Sorry, I forgot how it worked in D1, you are of course correct @StephenCWills . That's actually one of the (many) things that cause 2-handed weapons to become more and more useless as you level up.
In that case, I'd suggest adding the elemental damage in this change.
I defecate violently on elemental damage as it's not related to this change in any way
@qndel I would strongly disagree with that.
I won't add elemental damage, it's good the way it is now, it's all about not having to do mental math to figure out what the final dmg is, elemental dmg is straightforward
I won't add elemental damage, it's good the way it is now, it's all about not having to do mental math to figure out what the final dmg is, elemental dmg is straightforward
Sure, up to you. To me, you are just introducing an inconsistency/confusion point then.
I won't add elemental damage, it's good the way it is now, it's all about not having to do mental math to figure out what the final dmg is, elemental dmg is straightforward
Sure, up to you. To me, you are just introducing an inconsistency/confusion point then.
He's right about that. Elemental dmg is already a plainly stated number, and due to enemy resistances, it makes sense to keep them apart so that weapons can be more quickly compared. If I'm about to fight Obsidian Lords, I don't want to see a range that combines phys and elemental bonuses, that obfuscates the plain phys comparison between two weapons that I need.
Showing the modified range was a good change by d2, but it was colored. And it was a necessity for having way more items and larger base ranges. Quick, what's +88% of 30-70, and is that better than +145% of 18-45? Yeah, they NEEDED to do this.
What about a cumulative dmg display im the character sheet with a mouseover that breaks it down into physical and the elemental dmg types? This ist out of scope for this PR but would be a nice addition in a second step.
Before:
After:
Added a hotkey for seeing base stats (dunno why but it's there) - left ctrl by default