Finally, I ended reporting this as an error. The damage numbers for the weapons mean nothing. Why? because you dont know they frequency of the attack. In example, you have a "fast" weapon with 10-15 damage and a slow weapon with 20-30 damage. Which one is better? Due I dont have any clue, I just stick with fast or very fast weapons, assuming: Normal: 100% speed, fast: 400%, very fast: 800%. slow: 25%, very slow: 12.5%. So the damage dealt by my weapons would be (10-15) x 4 x T (T is time), and (20-30)x0.25 x T.
Yeah, I realize that would make every slow and very slow weapon useless, but those numbers are as good as any, because we dont have idea of how fast is a fast or how slow is slow. The final speed number is modified by armor, dex and weapon (or spell), so in the end, we have no idea how fast we are. This could be simply fixed with a Speed number placed just like the damage numbers (one for each weapon slot). In this way, damage values for weapons would mean something.
Why is this an error? because the whole game lose sense without this.
1. Spells have their damage per second very specified and you cant compare them vs your weapons.
2. You cant know if a weapon is better than other with different speed (like in my example), losing every meaning for loot, and sense of progress.
3. Damage values in weapons are useless without the frequency of the attacks.
In fact, every combat value is useless, by example you cant know if 400 endurance is a lot or not. (It would be a lot if the damage listed in the weapon is made every 20 seconds, it could be small if your damage is dealt every 0.1 second). Your spells can suck if they are under your weapon damage per second, or can be great if they double the weapons.
I have searched in the in-game cyclopedia, the manual and the official wiki of the game and I find nothing about this, but even with the right percentages for "Fast" or "slow", we should make a lot of maths to know the final values of speed. If it is calculated for every character and any moment, we could have it in the character information and that will help us to take REAL STRATEGIC decisions. By now, we just have sticks of different colors to attack our enemies.
Question
Ferrante
Finally, I ended reporting this as an error. The damage numbers for the weapons mean nothing. Why? because you dont know they frequency of the attack. In example, you have a "fast" weapon with 10-15 damage and a slow weapon with 20-30 damage. Which one is better? Due I dont have any clue, I just stick with fast or very fast weapons, assuming: Normal: 100% speed, fast: 400%, very fast: 800%. slow: 25%, very slow: 12.5%. So the damage dealt by my weapons would be (10-15) x 4 x T (T is time), and (20-30)x0.25 x T.
Yeah, I realize that would make every slow and very slow weapon useless, but those numbers are as good as any, because we dont have idea of how fast is a fast or how slow is slow. The final speed number is modified by armor, dex and weapon (or spell), so in the end, we have no idea how fast we are. This could be simply fixed with a Speed number placed just like the damage numbers (one for each weapon slot). In this way, damage values for weapons would mean something.
Why is this an error? because the whole game lose sense without this.
1. Spells have their damage per second very specified and you cant compare them vs your weapons.
2. You cant know if a weapon is better than other with different speed (like in my example), losing every meaning for loot, and sense of progress.
3. Damage values in weapons are useless without the frequency of the attacks.
In fact, every combat value is useless, by example you cant know if 400 endurance is a lot or not. (It would be a lot if the damage listed in the weapon is made every 20 seconds, it could be small if your damage is dealt every 0.1 second). Your spells can suck if they are under your weapon damage per second, or can be great if they double the weapons.
I have searched in the in-game cyclopedia, the manual and the official wiki of the game and I find nothing about this, but even with the right percentages for "Fast" or "slow", we should make a lot of maths to know the final values of speed. If it is calculated for every character and any moment, we could have it in the character information and that will help us to take REAL STRATEGIC decisions. By now, we just have sticks of different colors to attack our enemies.
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