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Post by fallen on Jan 8, 2016 12:42:27 GMT -5
I think the most useful place for it to show up is in the info section for a particular attack. For example: before it would have said: Wielding Flanged Mace and Shield for 39 - 65 damage and now it might say: Wielding Flanged Mace and Shield for 52 - 65 damage It is more difficult to add succinctly to the summary stats screen in my opinion (and less directly relevant). No, this would mess up the math. Take a D6. Add up the possible results of 6+5+4+3+2+1=21 and divide by the number of results (6) and you get the expected value of 3.5, which you can use to find the average damage. Now, use the new rule with STR 3 and it becomes 6+5+4+3+3+3=24, which makes the expected value 4. The expected value of the first equation D27+38 and the second D14+51 would give 52 and 58.5 respectively when it is only 55ish. In the long run, with honest dice, expected value rules. This touches on the complexity of expressing it. Also, I am leery of simply saying the weapon does 52-65 Dmg and not making any note that 13 of that is thanks to your Strength attribute. Later, you'll look at your weapon and get confused
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matrim
Star Hero
[ Patreon ]
Posts: 708
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Post by matrim on Jan 8, 2016 13:42:08 GMT -5
I was thinking about this and what about a simple bracket system? So damage could look like 39(52)-65 damage. Simple... and simple is sweet.
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Post by wascalwywabbit on Jan 8, 2016 14:01:04 GMT -5
Tam is still hitting @ 4 range ToS btw.
I guess it's just not meant to change. :-p
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Post by fallen on Jan 8, 2016 14:11:17 GMT -5
Tam is still hitting @ 4 range ToS btw. I guess it's just not meant to change. :-p It is certainly a bug that we intend to fix. I believe the Talents are not displaying the right range, even if a bug persists with ToS.
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Post by fallen on Jan 8, 2016 14:12:34 GMT -5
I was thinking about this and what about a simple bracket system? So damage could look like 39(52)-65 damage. Simple... and simple is sweet. Yep, something like that ... 39 (52 from Str) - 65 Damage Again, it seems very important to me to make it clear where the extra number is coming from . 99.5% of our readers won't see this thread or read the latest release notes, or will join after this is old hat. So the game needs to explain it in the UI consistently.
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Post by MintDragon on Jan 8, 2016 15:08:52 GMT -5
I notice the difference!
As a player still struggling to make it through Part 1 on the easiest setting, it's helping! (Now off to the east farmhouse...)
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Post by fallen on Jan 8, 2016 15:14:23 GMT -5
I notice the difference! As a player still struggling to make it through Part 1 on the easiest setting, it's helping! (Now off to the east farmhouse...) Awesome! Are you playing Vraes? What weapon are you packing?
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Post by MintDragon on Jan 8, 2016 15:47:23 GMT -5
yes, Vraes! I just bought a Keen Arming Blade from the smith at Oskahold
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Post by John Robinson on Jan 8, 2016 20:31:07 GMT -5
[Thrown, bows, secondary -- nothing. When you are Dual Wielding, you are not able to focus all of your Strength behind the hit. You are moving quickly and coordinating two weapons. fallen The Combat Mechanics thread makes so much more sense to me now. I can really visualize the characters in action. I'm assuming shields don't effect the Str bonus? Thanks for all the extra detail on the dice rolls. Another day of fun!
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Post by fallen on Jan 8, 2016 20:54:01 GMT -5
John Robinson - thanks for the reminder, I have now updated the thread with the Strength rules.
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Post by mushroom on Jan 8, 2016 21:57:15 GMT -5
If anyone is interested in numbers, I did a quick calculation for the most common case, and the average damage of a weapon is increased by *
DamageIncreaseAvg = 0.5 * Str^2 / (WeapDamMax - WeapDamMin)
(*Ignoring negligible terms for clarity. Not valid if strength is greater than the difference between the max and min damage of weapon, yadda yadda yadda...)
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Post by algesan on Jan 9, 2016 2:10:41 GMT -5
If anyone is interested in numbers, I did a quick calculation for the most common case, and the average damage of a weapon is increased by * DamageIncreaseAvg = 0.5 * Str^2 / (WeapDamMax - WeapDamMin) (*Ignoring negligible terms for clarity. Not valid if strength is greater than the difference between the max and min damage of weapon, yadda yadda yadda...) D6 weapon, STR 3 .5*((3*3)/(6-1) = .5*(9/5) = .5*1.8 = .9 Actual answer should be .5 average damage increase. Unless I missed something in the Combat Mechanics thread.
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tran
Hero
Posts: 182
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Post by tran on Jan 9, 2016 2:54:49 GMT -5
Too...much...math... ARGH
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Post by wascalwywabbit on Jan 9, 2016 3:41:44 GMT -5
11.5 2h or 7.5 1h per hit are the largest possible avg. dmg increases if I'm not mistaken, which should happen close to late episode 1 or early 2. Avg. increase from str will be less before (because lower str) and after that (because larger dmg bands).
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Post by algesan on Jan 9, 2016 7:31:37 GMT -5
Unless there is a true flaw in the game's RNG, the band doesn't matter, just the expected value. Sure, you can get a string of wimpy hits, but you can get a string of huge crits, too. As long as min damage hits can still score through the soaks, it's all good.
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