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Check out this link for answers
http://www.grimdawn.com/game.php
- See it this way. If you have an ability that deals several types of damage, you specialize in 1, maybe 2, and just get the "extras" as a bonus.
- As for Tooltips: It is called "using your head". You might not get an automated update, but it is very simply math to find out if an item will be beneficial or not. Also, you can always hit an enemy and see how much damage you deal.
- Pets only generate the "threat" that they themselves produce(just like you), so that is damage and abilities. Some pets have "bonus" threat on certain abilities.
If you want your pet to "tank" for you, you will have to manage them as such(by giving pet commands to attack, before engaging yourself).
True, it is not very good, and could use some improvement.
- Pets only scale with "Pet stats" and skill points. They are fairly strong early on, but require a fairly high investment in skillpoints/gear to be beneficial later in the game.
And as their AI is fairly bad, having high starting values makes them more reliable.
And pets can pull aggro, if you have the right ones/use them right.
- Every damage type is associated with either a color or effect. It is very easy to see what kind of damage you take, so I have no idea how that could be made more clear without big text boxes above your character's head(no thank you!).
Sure, you might not see how much part of an attack deal to you(like, how much firedamage from that attack), but it is very easy to see if you are taking a lot of fire, cold or chaos damage, simply by seeing the amount of firebolts, cold-arrows or chaos orbs that gets hurled your way.
This is not an MMO or MOBA. This is a game that tries to make the player think a little. There is no need to have every piece of info in the game represented by viewable numbers or text.
I'm sorry, but this is the exact problem. A player shouldn't have to exit the game and research basic mechanics outside of it... Reading up on the best builds or how to optimize this or that are good things to read on websites. Having no idea what item bonuses may or may not work with various abilities or getting hit with spells/attacks and having no idea what defense stat is needed to counter it are not good things to have to research.
Diablo (both 2 and 3) are not MMO's or MOBA's and the tooltips on abilities change when you equip items that change those abilities...
POE is not an MMO (in the sense that you're using it) and the tooltip reflects most of the stat/item bonuses applied to abilities.
I could probably go on and on... All the games that add this don't do it for no reason, they do it because it makes the experience more enjoyable for a broad range of players.
I'm sorry, but the this game has page and pages of "numbers" for all sorts of damage types, skill modifiers, defensive stats, etc and very little feedback for the player to understand how much of it works together.
If next patch they updated the game so that tooltips reflected more/updated information about how much damage a skill actualy does based on stats they wouldn't lose players, people wouldn't be upset.... In fact, i'm sure a lot of new players would get into the game and stick around longer than they might otherwise.
And if you played all those games like you say you do, then the mechanics here should be familiar to you lol. Its all the same except adding in a couple more.
And the word you are looking for is called synergies.
What i'm asking for is a bit of consistency and/or clerity for players.
POE is a good example, because the game is SO COMPLEX with how skills interact with eachother, they tagged them with key words so you could better understand which abilities workd with others.
I'm not asking for a clone of another game, however adding simple user friendly features such as better tooltips won't change how the game is played, it would just make it more enjoyable for people who don't want to dedicate their lives to reading 100's of threads where people guess and argue about how skills actually work...
Games like diablo(2-3) and PoE does not tell you everything either. Like, if you use a skill, that has a chance to proc stuff, that chains with another skill, you still have to "manually" make the connection, since there is not a complete overlay(which ofc would be confusing/make the tooltip to big).
Yes, they have "smart" tooltips that updates the base number value as you add %-bonuses, but that does not cover all there is to it.
Currently, GD does not have smart tooltips. That may or may not change officially, or through mods. I wouldnt mind "weapon-based" abilities to reflect the damage, since it is the most obscure. The rest are simply math.
The game also tries to go for a more "old school" type of game, where you have to do more of the thinking yourself, instead of having the game do it for you(similar to what Divinity: Original Sin did).
Finally, you have many more "trigger" effects compared to those games, so you wont be able to get a "perfect" picture anyway.
If my Firestrike ability had to include all my "chance to proc" effects when auto attacking, my screen would basically be filled with it(I have something like 6 items that can proc effects on auto attack+the ability itself has 2).
In the end, it is still easy to do the math on most abilities, and to be honest, it is less confusing this way. More info(but not all) on a tooltip can be just as confusing/paint a wrong picture.
Sure, there might be areas where tooltips can still be improved, but it is hardly a priority and certainly not confusing.
I could understand if the numbers were hidden, since then it would be harder to tell if something is an improvement or not.
MMOs and Mobas usually use much simplier mechanics, allowing for easier tooltips descriptions. Even then, you usually have to go to the wikies and look the skill up to learn everything about it anyway.
Diablo and PoE has similar issues. Some stats/effects are represented by the "smart" tooltip, while others, you have to calculate in yourself.
Because most multipliers are just additive, they are just added to already existing multiplier.
You simply go to your character screen and use the %-bonus there(before/after activating abilities).
I use a skill on a level 20 target and do 100 damage.
I add a skill point to a channed ability that adds "+10" damage.
I use the skill again on the same level 20 target and do 100 damage.
The new skill point claims to buff/boost the existing ability but I noticed no damage increase at all.
Now, in some cases you do see the damage boost right away. And no, i'm not talking about % chance effects because obviously those won't happen every cast.
Damage is not set in stone as it has an lower/upper limit. Look at the damage of a sword, just because you add a point into a skill doesnt necessarily mean it will go up because maybe last time you were hitting the upper limit and now you are hitting near the lower limit. Averaged over time you will notice an uptick in damage so you will know its working. Its all about averages - not an attack or 2. Also make sure the gear you are equipping is helpful to your build and not just adding stats to add stats if those stats are not meaningful. Always try to add elemental damage pluses over an individual fire, cold, lightning etc attribute as this will cause any and all those elements you have specced getting better.