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[stupid question warning]about RPG games

post #1 of 8
Thread Starter 
ok here it is:

in western RPG games that i played, titan quest, hellgate: london, fable and dragon age came to mind(and probably some others that were lesser known), i notice that equipments that are good will have side stats, something like:

+5 damage
+5 electricity damage
+4% fire resistance
+3% critcial chance
dodge 5% of incoming attacks

while all that are fine, what i dont get is:

+3% damage
reflect 4% damage on opponent

(i made these up to make my point, they dont necessarily exist in games i mentioned above)

yeah right, +3% damage, on a 13-19 weapon?
thats what, +0.39 to +0.57 damage? and while all these are going on, the red numbers floating on the bad guy's head are all whole numbers?

i mean come on, why do the damage numbers have to be so small? can't you just have everything multiply by 5 or something? all just to make that +3% damage make sense? well, either that, or be a little generous and have +15%damage instead. its not like even +20% damage on a weapon with 20 damage will be overpowered

even in dragon age man, the damage of weapon and shield are presented with non-whole numbers, yet the actual damage dealt are still whole numbers, which makes this even more ridiculus

so does anyone have an explanation for this? maybe im having misconception somewhere? im seeing this in literally every western RPG i play and it just bugs me so much logically
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post #2 of 8
Last i heard in SWG, it was possible to triple damage output by using a load of those +small% damage boosts... and you want to INCREASE THEM BY 5 TIMES?
seriously you think it makes sense for a piece of armour to allow you to do 15times the damage?
as if modern RPGs weren't easy enough as is.
heck the easiest one i can name final fantasy 8, within 2 hours i can be powerful enough to one hit the boss with the most HP in the game! 2 hours! why the heck do you need to make things easier than that?
i wish they'd go back to things like FF6, where the last boss would still be a challenge even if you were maxed out (if you don't keep your wits about you he WILL 2 hit kill your entire party no matter what)
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post #3 of 8
q
Edited by Forcewater - 11/5/13 at 1:45pm
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post #4 of 8
Thread Starter 
Quote:
Originally Posted by kyle-reece View Post
Last i heard in SWG, it was possible to triple damage output by using a load of those +small% damage boosts... and you want to INCREASE THEM BY 5 TIMES?
seriously you think it makes sense for a piece of armour to allow you to do 15times the damage?
as if modern RPGs weren't easy enough as is.
heck the easiest one i can name final fantasy 8, within 2 hours i can be powerful enough to one hit the boss with the most HP in the game! 2 hours! why the heck do you need to make things easier than that?
i wish they'd go back to things like FF6, where the last boss would still be a challenge even if you were maxed out (if you don't keep your wits about you he WILL 2 hit kill your entire party no matter what)
whats SWG?

the small damage boost im talking about is a single boost on a weapon, so i dont quite understand what you're getting at, is there a game where you can mod your weapon with 100 5% rune stones or something?


when i said multiply everything by 5, i meant EVERYTHING, including HP of monsters, it was to make sure that the 3% addition is actually at least "has a value"

you know, like, have a value of 1?
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post #5 of 8
Thread Starter 
Quote:
Originally Posted by Forcewater View Post
The damage numbers are simply rounded for convenience. As both a player and a developer, it would be pointless and annoying to have 3.141592653589793238462643383279502884197169399375 10582097494459230781640628620899862803482534211706 79821480865132823066470938446095505822317253594081 2848111745 floating across the screen while trying to debug something or enjoy the game. Also, wouldn't it be annoying to know that you just died and lost everything because the enemy had a weapon that did 0.1x10^100 more damage than yours?

It's quite likely that the development team started with huge numbers as health values, but then divided everything by a common number to make it smaller and easier to manage, while still doing the same percentage of damage. It'd be silly if you were in an epic fight, but rather than concentrating on the abilities you had to use, you were busy counting the zeros on the end of the last hit.

Also, you'd be surprised at how much a single percent change can shift the balance of a game.

That's my explanation. As a player, I find it much better to have lower numbers, and from my limited experience of development I also find it easier.
thank you for your reply

so are you saying those red numbers aren't the real damage im dealing? like the real damage aren't whole numbers and they aren't show simply because of convenience?

that way i would feel much better, i was just afraid that the numbers get rounded off to whole numbers and that damage behind the decimal gets ignored or something

i also like smaller numbers it just bugs me when the numbers are so small they make those percentage numbers look silly
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post #6 of 8
q
Edited by Forcewater - 11/5/13 at 1:45pm
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post #7 of 8
Don't forget stats might affect the damage so those percentages might be better than a static bonus (as you level).

We never complained about percentage bonuses when playing pen and paper DnD. Even a lowly percentage equip could outgrow a mediocre static bonus equipment.

And I do believe the damage output is just rounded off.

If it bothers you, why not just turn off the damage numbers?
Edited by evilferret - 4/30/11 at 12:48pm
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post #8 of 8

Korean games are even lazier, they always mix between the numbers from university books calculators. Hence I know how to score 2 % paralyze godstone on Aion with the same move or the move I want. xD


Bleh nvd the bb code.
Edited by ChocoboLIVE - 4/30/11 at 1:00pm
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