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A Suggestion on Displaying Stats

kiraskytowerkiraskytower Member Posts: 455 Arc User
So after day 1 of Mod 16, it's become apparent to me that pretty much nobody has any clue what their stats should be or how to optimize them. I can't say I blame them, in Mod 15 saying "100% crit" was far easier than trying to tell people they need 52,000 crit for level 70 dungeons, 55,000 for level 80 content and 61,000 for the new dungeon. So ... a simple suggestion for the devs:

Bring back the Crit Chance Display (in %) - Sure, crit chance changes based on what instance you are in, but as all the enemies in an instance have the same Crit Avoidance, you can easily calculate the Crit Chance and display it on the sheet. Do the Same for Damage Resistance, Deflect Chance, Combat Advantage Damage and Armor Penetration. Another handy feature would be to display these numbers in red or make a note beside them if they are being capped. Right now it's not just new players who are lost but also veterans and even those who have been testing on preview as the current resisted system is simply NOT intuitive.
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Comments

  • badkarma989#6736 badkarma989 Member Posts: 16 Arc User
    Just bring back the percentage indicators period.

    For YEARS people have played and evaluated their stats based on that percentage. An example, you needed "x%" Armor Penetration to be effective in "y" zone/dungeon.

    Now, you've wholly screwed that.
  • delta2119delta2119 Member Posts: 27 Arc User
    It's a disaster. Way too many stats, and most do nothing, and even those which do, mean nothing with broken scaling.
  • rybsyngoniumrybsyngonium Member, NW M9 Playtest Posts: 22 Arc User

    So after day 1 of Mod 16, it's become apparent to me that pretty much nobody has any clue what their stats should be or how to optimize them. I can't say I blame them, in Mod 15 saying "100% crit" was far easier than trying to tell people they need 52,000 crit for level 70 dungeons, 55,000 for level 80 content and 61,000 for the new dungeon. So ... a simple suggestion for the devs:

    Bring back the Crit Chance Display (in %)

    This was discussed on preview forum.
    Do not want to cross post my own post (look on my profile to find one if you need details, there are only a few) but I was honored with a direct response from the development team. In short: we do not have enough manpower to do this kind of development.

    IMHO the scale changes should have been postponed (at least) and resources could been moved to deliver this solution and implement scaling later, when player will be more familiar with new stuff.
    But that was their choice. Very bad one.

    BTW. There is many issues with this kind of solution and to be honest most important were mentioned by devs (again, one can look on preview forum for details).

    Sure, crit chance changes based on what instance you are in, but as all the enemies in an instance have the same Crit Avoidance, you can easily calculate the Crit Chance and display it on the sheet.

    According to their answers stats ARE different for different mobs on the SAME instance. So PROBABLY your numbers are correct for the most powerful mobs.
    Did not have time to test it with ACT logs but based on my experience during leveling some mobs looks to be much harder to kill than other. And it does not look like it is only the HP pool case. Damage numbers looks differently (their dmg to me and my dmg to them) for different mobs. But it is hard to compare stuff because of scaling.

    PS. They promised to be able to see mobs stats during queue for most difficult dungeons at least. But I do not see this option on live.

    Looks I can say "I told ya" :/ . Players get lost on stats when there is no any ingame source to know those stats.
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