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Why no talk of % of weapon damage?


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#51
Yrkoon

Yrkoon
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Still.

Bonus and Strength are elements you multiply with. Its something you add to the already existing value of damage. The calculation just becomes more complex because it's calculations within/upon calculation. The outcome is still a value of certain damage. This is what makes the game interesting. You create a value you actually don't really have a clue about, unless you minimize the game and start your calculator in Windows.

And your opponent/enemy also have values you are not able to look through just like that. Another more or less unkown factor.

This unknown factor is the exiting part. It leaves us with a feeling of being somewhat out of control, and your actions suddenly becomes a lottery.
I hate being out of control, but I admire those who's walking on a thin line between two skyscrapers :P

You're stating an opinion as fact. No, I don't find it exciting to Blind-build my characters. And No, I don't consider intentional Vagueness as "fun".

The game has crafting. For crafting to succeed as a mechanic it must be in direct opposition to the friggin Lottery. The "Surprise me!" and "randomization" elements you are describing certainly have their place....elsewhere (map and dungeon exploration comes to mind). But for crafting and character building? No way. Otherwise, what would be the point in the game giving us specific schematics and choices in ingredients to work with?

#52
UniformGreyColor

UniformGreyColor
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You're stating an opinion as fact. No, I don't find it exciting to Blind-build my characters. And No, I don't consider intentional Vagueness as "fun".

The game has crafting. For crafting to succeed as a mechanic it must be in direct opposition to the friggin Lottery. The "Surprise me!" and "randomization" elements you are describing certainly have their place....elsewhere (map and dungeon exploration comes to mind). But for crafting and character building? No way. Otherwise, what would be the point in the game giving us specific schematics and choices in ingredients to work with?

 

^ Pretty much this. I don't mind a little random calculator where my char can do 200-215 damage depending on some randomization, but besides that I would like to know my stats and what they mean and how they are applied and what I am sacrificing to get said damage output -like defense or something.

 

I like to compare this game to Guild Wars 2 because there are just too many similarities to ignore regarding combat mechanics and the ability system. Yes its an MMO and such that goes with the territory, and yes the community is not particularly the type to get all statsified about the game, but even that game, ignoring the fact that there are much less stats to worry about, have very clear definitions that you can view in game to know what exactly each stat does. I greatly would like to see the same thing in DA:I.