Buffed damage = All extra damage resulting from a particular damage buff. IE: DC's damage buff.
Debuffed damage = All extra damage resulting from a particular damage debuff. IE: Plaguefire enchantment.
Right now the only measure of a team's performance, is the total damage dealt. This is very misleading and leads to unhealthy team dynamics.
I do agree this would be a nice option but ironically for exactly the opposite reason
There was a thread recently about the stacking effect of buffs/debuffs and it clearly showed why CW-stacked parties have dominated PvE since Open Beta. It isn't just that they have the best AOE damage (although after their massive buffs in Module 2, ultra-geared GWFs can give them a run for their money), it is because the effect of CW buff/debuff stacking mean runs with multiple CWs are much, much faster than with other classes...
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sean99999Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I'm really not sure how this would work, because damage buffs and defense debuff are applied multiplicatively.
So if a DC gives uses HP set bonus to reduce monster defense by 10%, and a GF marks it to reduce by 8% (which both essentially apply as damage increases) you'd THINK this means the monster takes 118% damage, so you could say "and of this 118%, 100% is due to the guy doing the damage, 10% is due to the DC, and 8% is due to the GF".
However, it's actually applied at 1.1 x 1.08, so it's 118.8% more damage. Who's responsible for that remaining 0.8% extra damage?
This gets ludicrously complicated with you have as many buffs and debuffs stacked up as you can do in boss fights.
I'm really not sure how this would work, because damage buffs and defense debuff are applied multiplicatively.
So if a DC gives uses HP set bonus to reduce monster defense by 10%, and a GF marks it to reduce by 8% (which both essentially apply as damage increases) you'd THINK this means the monster takes 118% damage, so you could say "and of this 118%, 100% is due to the guy doing the damage, 10% is due to the DC, and 8% is due to the GF".
However, it's actually applied at 1.1 x 1.08, so it's 118.8% more damage. Who's responsible for that remaining 0.8% extra damage?
This gets ludicrously complicated with you have as many buffs and debuffs stacked up as you can do in boss fights.
Providing everything is calculated multiplicative you could just take logarithms, and then exponent them for individual buffs. Or just divide the total damage decrease (18.8%) by the ratio of the buffs: X* 18.8/(10 +8) where X is either 10 or 8. This should scale up properly assuming every buff is a multiplicative one.
You can always figure this out, though depending on how the buffs / debuffs work it can quickly get extremely complicated.
Comments
I do agree this would be a nice option but ironically for exactly the opposite reason
There was a thread recently about the stacking effect of buffs/debuffs and it clearly showed why CW-stacked parties have dominated PvE since Open Beta. It isn't just that they have the best AOE damage (although after their massive buffs in Module 2, ultra-geared GWFs can give them a run for their money), it is because the effect of CW buff/debuff stacking mean runs with multiple CWs are much, much faster than with other classes...
Either way, we agree on needing some sort of measure for buffed damage.
So if a DC gives uses HP set bonus to reduce monster defense by 10%, and a GF marks it to reduce by 8% (which both essentially apply as damage increases) you'd THINK this means the monster takes 118% damage, so you could say "and of this 118%, 100% is due to the guy doing the damage, 10% is due to the DC, and 8% is due to the GF".
However, it's actually applied at 1.1 x 1.08, so it's 118.8% more damage. Who's responsible for that remaining 0.8% extra damage?
This gets ludicrously complicated with you have as many buffs and debuffs stacked up as you can do in boss fights.
Providing everything is calculated multiplicative you could just take logarithms, and then exponent them for individual buffs. Or just divide the total damage decrease (18.8%) by the ratio of the buffs: X* 18.8/(10 +8) where X is either 10 or 8. This should scale up properly assuming every buff is a multiplicative one.
You can always figure this out, though depending on how the buffs / debuffs work it can quickly get extremely complicated.