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Display option for numerical stats

3 replies [Last post]
Thu, 03/24/2011 - 12:47
Tyrsig
Legacy Username

I'm a new player, so this may be an issue that irks me to a greater degree than it does folks that have more experience in the game.

I really dislike the fact that it's hard to get hard-and-fast numbers for damage or defense for items in this game; it makes it very difficult to plan out what affect equipment will have. Items have different bars whose length determines how strong they are, but it's hard to translate that into real-world damage.

So... it's doing normal damage? Great! What is the difference in terms of damage value between 3 bars and 4? What affect will leveling up the item have? How much damage will it do to which type of monster?

This issue is even more mystifying for newer players when it comes to defense. There are a ton of defensive options, but WHAT they actually defend against and which monsters use which type of damage is a mystery. I have no clue what armors to look forward to, other than via vague word of mouth on the forums (which is often outdated, given the lightning-quick buff/nerf cycle of the past few weeks).

In general, I would like for there to be more transparency with respect to items and their affect on play performance in the game.

Thu, 03/24/2011 - 12:56
#1
Kawaii_Desu
Legacy Username
To be honest, we had

To be honest, we had numerical statistics for defence, but that whole thing was replaced with the current stat calculation system.

Thu, 03/24/2011 - 23:07
#2
Sadiekate's picture
Sadiekate
The many variables of damage

The amount of damage given by a specific weapon varies too much to put a number on it without putting 30 numbers or so on it. It goes up as the level of the weapon goes up. It goes up as you go deeper into the clockworks, until you get to the 'correct' depth, at which point it will start going down again because the monsters are too strong. It goes up against some monster families, and down against others. It goes up if it has specific bonuses on that weapon. It goes up if you have specific bonuses on other items that you are carrying. It goes down if you are poisoned. It goes up in later hits of a combo attack. It goes up if you charge it, usually.

The amount of damage prevented by a specific armor also levels up and varies with depth. Bonuses and weaknesses apply. Various attacks from monster families will do more or less damage and break shields more or less quickly. Various terrain elements will do more or less damage.

tl;dr : which gate you dive into is as important in determining damage as the equipment you are wearing.

P.S. The wiki may help some.

Fri, 03/25/2011 - 02:59
#3
Tyrsig
Legacy Username
Even just a number displaying

Even just a number displaying the current base damage (taking into account depth and heat level) would be fantastic, with a known modifier allowing the calculation of damage vs. vulnerability/resistance monster families for that type of damage.

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