Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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pyremind Dec 14, 2023 @ 4:21am
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Are you kidding with these damage tooltips
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Showing 16-30 of 107 comments
Zhein Dec 14, 2023 @ 4:55am 
Heh, whatever man, I'm happy to help, nothing is needed.
Draken Dec 14, 2023 @ 4:55am 
It will actually show you the calculated numbers during a battle.

During the level up it will show you the detailed breakdown to make informed decisions.

Personally I would like to always see both, but the current system isn't too bad.

In this case for example things like officer buffs or bonus characteristics during battle will not buff the damage.

Only additional psyker rating or resolve has an impact. Psy rating buffs do exist, though they are very rare. Resolve buffs are a bit more common, but still rare-ish.
Baklavah Dec 14, 2023 @ 5:00am 
Originally posted by Almost finished ceremorphosis:
I share your pain,I don't remember Pathfinder having these math tooltips,don't know what happened but they should simplify or make it easier to read and not look like some Pythagoras theorem

This would be because Pathfinder runs on the D20 System, a la D&D with some differences. Rogue Trader runs on the D100 Percentile System. It's going to be way more complicated. EVEN if it breaks things down to single-digit damage numbers, the way it's all allocated is more in-depth. But if you take a moment to break it down and properly calculate, it won't be as confusing.

To its credit, Rogue Trader is calculating damage numbers just fine. I haven't seen any major problems as of yet. But if the % system seems confusing, it's really just an overanalyzed set of calculations. It makes far more sense on tabletop because you're rolling to get UNDER the % number. Need to make a Will test and have 55 Will? You need to roll 54 and under (D10 and D100 together will roll your result, read D100 and D10 in order. Rolled 80 and 6? You rolled 86 on the percentile dice. Rolled 80 and 0 [which is 10 under normal circumstances], you rolled 80 on the nose).

I hope that helps explain "some" of the weirdness.
This is what happens when they ditch the original game system in favor of their MMO RPG style one.
Baklavah Dec 14, 2023 @ 5:03am 
Originally posted by Tech-Priest:
This is what happens when they ditch the original game system in favor of their MMO RPG style one.

Except that Rogue Trader always used the D100% system. So, I dunno where you're getting that from.
Sigge Dec 14, 2023 @ 5:12am 
Personally prefer advanced tooltips since you can see what contributes to the damage.
But you could have the calculated values presented as well, i guess.
illuviar Dec 14, 2023 @ 5:19am 
First I agree that you should see both the formula and the damage the ability does at your current level.

However, the formulas themselves are there for a reason - so you can say at a glance if an ability is going to be useful for your character in the long run or not. An Intelligence based ability would be of no utility for a character with low Int the same goes for the other skills modified by attributes. It is more complicated and a judgement call if a skill that is modified by an attribute you have invested in and one that you haven't and don't plan to, will be an useful pick. This is especially important for Psykers, because later in the game they become exponentially more powerful with willpower and psy rating.

An ability that is nearly useless at a current level, could suddenly become very useful a few levels later, and you might not be in a great position to pick it up later when it begins to shine due to how the levelling system works. The formulas are there to decide if what you might pick would scale with the way you are building any given character attribute wise.

This ability in particular is situational, though it shines under the right circumstances and setup.
Zhein Dec 14, 2023 @ 5:22am 
Originally posted by Baklavah:
Originally posted by Tech-Priest:
This is what happens when they ditch the original game system in favor of their MMO RPG style one.

Except that Rogue Trader always used the D100% system. So, I dunno where you're getting that from.

It's clearly not the RT system. It just pays lip service to it. If you ever played the TT game you would have noticed, it's pretty obvious that you don't track 455 different markers in a tabletop game.
Baklavah Dec 14, 2023 @ 5:25am 
Originally posted by Zhein:
Originally posted by Baklavah:

Except that Rogue Trader always used the D100% system. So, I dunno where you're getting that from.

It's clearly not the RT system. It just pays lip service to it. If you ever played the TT game you would have noticed, it's pretty obvious that you don't track 455 different markers in a tabletop game.

I've played TT RT. I noticed plenty. I just don't really care. It doesn't bother me because I know what I'm doing as a CRPG player. It's REALLY not that complicated. Do a little reading, select what fits your style of play, and go forth. It's really not a huge deal. Getting upset about it doesn't make the game not work. (well, not right now anyway... current patch imploded the saves... gotta wait for a hotfix :steamsad: )
Originally posted by Baklavah:
Originally posted by Tech-Priest:
This is what happens when they ditch the original game system in favor of their MMO RPG style one.

Except that Rogue Trader always used the D100% system. So, I dunno where you're getting that from.

The original RT didn't have the absurd combat and ability system this one does.

They took a system that was balanced and worked, and replaced it with a MMO style one that is convoluted and power scales to hell and back.
Last edited by The Seraph of Tomorrow; Dec 14, 2023 @ 5:30am
Astalonte Dec 14, 2023 @ 5:29am 
I havent had a Math class in 20 years.
I have no problems discerning what I m seeing.
Show some respect to yourself
Zhein Dec 14, 2023 @ 5:30am 
It's not that complicated, but it's clearly not the TTRT also.

So yeah, It's a "custom" ruleset that pays lip service to the TT game, but I don't think that D20 or D6 or whatever would have solved the issues of unclear or partial information.
Winters Dec 14, 2023 @ 5:43am 
I don't understand the problem here. In fact, I appreciate that the game actually tells me the whole formula instead of just saying damage is 2-5. Because attributes and perimeters change and I want to know by how much any change influences the outcome.

If basic math is too complicated for some people then I really don't know that to say. You guys are the reason DnD 5e is as basic as it is, I guess.
Really, it is just a You-problem. Especially when you can hover over an ability or talent on your character screen where it will tell you the current numbers. Which you can right-click to get the formula again.
r-cane Dec 14, 2023 @ 5:45am 
I dont think the system is that far from the TT RPG. The stats are the same, so are the skills, and they are making up most of the TT game. The only thing why it seems different, is because everyone is just looking at the combat, which shouldn't be the focus of an RPG in my opinion. And yeah, there it differs a lot. No movement range based on Agi, a bazilion abilities that dont just give fixed +2 damage when using a melee weapon but instead some % calculation (which it doesn`t in the TT), same goes for % armor penetration instead of just reducing the armour value by x. And one thing I dont understand is why they did that changes. The system worked the way it worked. And it was easier. Instead they remade the whole class and combat system.
YOU DONT HAVE TO REINVENT THE WHEEL AS LONG AS THE WHEEL STILL WORKS!
T00much Dec 14, 2023 @ 5:46am 
You can also be completely illiterate but I don't see how that is anyone else's problem...
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Date Posted: Dec 14, 2023 @ 4:21am
Posts: 107