So I got to thinking about the most useless thing I see in any MMO. I hit an enemy I see the number 30,198 go over it's head with my auto attack. I tell you I just did 30,198 damage ... can you tell me without other context if that is great or crap?
Well I'm a healer so obviously it's lame, what when the tank hits it for 270k+ and the nuker landed a 690k crit. Guess how much damage that nuker actually did ... 5.0% This means I did 0.22%. Lets start this over again with a slight change.
I hit an enemy I see the number 0.22% go over it's head with my auto attack. I tell you I just did one fifth of a percent damage ... can you tell me without other context if that is great or crap?
What you could tell me is that in 500 auto attacks I'll kill it ... if I never miss, you could then decide for yourself if that would be painfully slow to you and answer how good it was in your eyes.
When a boss has 870 BILLION health (Diablo 3) showing me a 300,000 crit on an auto attack means I have to pull out a spread sheet and type =300000/870000000000 to know that I did 0.000034%. (4 zeroes after the decimal) Could just tell me "Crit for negligible damage go home" and be more helpful.
Psychology is the simple answer. People like to see big damage numbers. Yu Gi Oh compared to Pokemon. Bigger is better mindset even if it's the same.
Doing 3 damage to something with 8,700,000 yields the same result but makes you feel much more hopeless.
My request is that you let me decide if my damage and HEALING amounts show me % or static number. Cause I don't really care if I do 3 or 300k I care if I do 0.03% or 3.00%
The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.
I feel like it should be an option to go for either one. A UI choice that shows you either one or both at your option.
An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".
I agree that it should be a UI option. Options are good.
Another idea is to change the color of the floating text to indicate severity. By default, damage numbers could vary from white to red based on its percentage of the enemy's max HP. Likewise with healing ranging from a darker to a brighter shade of green. The color would ideally be configurable and optional.
Text size could be an alternate/additional indicator of severity with small text indicating minor values and large text indicating more significant values. Crits and other enhanced values would naturally appear larger. This would also be configurable and optional.
While I'm rambling on the subject, why not show values for every other kind of attribute modification? For instance, I throw down a [url=http://paragonwiki.com/wiki/Kinetics#Transference]Transference[/url] and I want to see how much endurance I drained and restored and to what degree I did so. Or maybe I [url=http://paragonwiki.com/wiki/Broad_Sword#Slice]Slice[/url] through some enemies and want to see how much defense they lost as a result. Every attribute would be optional.
I know I'm off on a tangent, but my main point is that what we're really talking about here, in general terms, is an indication of the severity of modifications to attribute values. Percentage values are one way to implement this, and there are other creative possibilities, too. I'm glad it was brought up.
+1 to options
FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)
+1