It's a really elegant solution though!
> 17.2 => 13.6 x 0.25 = 4.8
> 15.5 => 12.2 x 1.3 = 15.0
definitely didn't look elegant during beta and early release builds
The best thing about current system though is: that modifiers are handled in additive manner (to each other), but kinda
emulate the multiplicative effect (e.g. -50% from graze can be "countered" by a +100% damage bonus).
The worst thing about current system is: that it just creates a lot of confusion due to this double inversion, and adds some doubts if the computations reflect the situation in the correct manner, once there are 2+ maluses and bonuses in it.
Shame it is so hard to communicate a -300% damage mod or this would be a lot simpler.
"-300% damage" - i.e. a modifier to base damage that is handled in additive manner and decreases damage to zero, unless you counter it with a 201+%?
If so... yeah, in Deadfire and majority of games (that don't use straight additive approach)
you can't express that.
P.S. I still think that damage could be calculated in the following manner:
dmg = base_dmg * penetration_modifier * power_level_modifier * hit_quality_modifier * weapon_quality_modifier * [Σ(other_dmg_bonuses) / Σ(other_dmg_maluses)]
or at least:
dmg = base_dmg * penetration_modifier * power_level_modifier * hit_quality_modifier * weapon_quality_modifier * Σ(other_dmg_modifiers)
So it's easier to estimate the resulting damage, e.g:
- when you graze you deal x2 less damage than when you hit.
- if you underpenetrate - that's a strict x1.33, x2, x4 damage decrease, comparatively to normal penetration.
- power level and weapon quality (fine, exceptional, etc)
damage bonuses - provide the same relative increase no matter what might you have, or do you have sneak attack or not.
Edited by MaxQuest, 07 January 2019 - 06:11 AM.