Weapon Tooltip Damage Is Misleading

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Weapon Tooltip Damage Is Misleading

Postby rye130 » Fri May 21, 2021 2:58 am

The damage displayed in the tooltips of weapons is misleading. Two different weapons can show the same damage, but deal different amounts of damage when used by the same player. This is because the formula for the tooltip damage uses the square root of the quality while the actual damage formula uses the fourth root.

For example, the tooltip for a quality 90 steel sword and for a quality 173.6111 bronze sword both show a damage of 375. Really the steel sword does 17.8% more damage at equal strength values.

A steel sword at quality 10 shows 125 damage in the tooltip, a quality 37.21 bronze sword shows 173.6111. In actuality the hit for the same amount.

I believe the best way to solve this problem would be to change the formula for tooltip damage to be the base quality of the weapon multiplied by fourth root of the quality and the square root of 10. This does most of the math for the player and allows them to find their actual damage with the weapon by just multiplying the tooltip damage by the fourth root of their strength. Alternatively, factoring the user's own strength into displayed damage on the tooltip of a weapon would be a nice QOL feature.
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Re: Weapon Tooltip Damage Is Misleading

Postby ctopolon4 » Fri May 21, 2021 6:23 am

just make custom client wich shows calculated dmg in equipment window (like int*stealth, perc*expl, armor total & etc)
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Re: Weapon Tooltip Damage Is Misleading

Postby wolf1000wolf » Fri May 21, 2021 6:30 am

What is the actual formula for weapon dmg...?
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Re: Weapon Tooltip Damage Is Misleading

Postby ctopolon4 » Fri May 21, 2021 6:37 am

~base_dmg * (str*Q/100)^(1/4)
final dmg depends on attack move and %oppenings
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