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You know how it works, typically you have the big fat weapons that have very wide damage spread but that delicious max hit, or you have the more boring but practical weapons which are ol' reliable and have tight damage spread.
It's like hitting 0-100 or 40-60 damage per hit. Something like that.
I wonder if anyone has worked out how damage works yet. Hopefully one day there will be a tool we can use to calculate our max hit or something because I've gotta tell you, combat might as well be magic to me because I don't understand anything about it. At least with a certain other game, you saw slow improvements and progress. Raising a specific stat, you'd notice slowly over time you were hitting more often, and your max hit had increased. Upgrading from one weapon to the next felt amazing and you'd immediately notice a difference.
Here it's just like, whatever, all the way up. It only matters once you hit 500 and stop replacing your gear, pretty much. Damage itself feels like it's always on a scale from X-XX too. Hitting 1? Just call it a MISS or a BLOCK. Maybe include stats that improve MISS / DODGE / BLOCK chance? I dunno. Anything but "oh you rolled 1 on this d20" or however it works.
Even a combat log that explained how the game is calculating damage would be nice, actually.
Anyway, I hope one day we have more stats on weapons to consider. I've always been one to favour those big weapons with WIDE damage spread, as long as sometimes I can thwack something for massive damage. However I had a friend who used to seethe relentlessly because he always hits 0s. He'd appreciate having a weapon that had tighter spread.
It'd give us more to consider anyway. Right now it's just attack speed + element the enemy is vulnerable to. It'd be nice if we could consider damage reliability too. And other stuff! Like Cutting, Piercing or Striking damage! "Impact" is lame!
This just gave me an idea for my previous post about wanting to see the die rolls results during combat!
So that there's not yet another option to be added in the settings to toggle, and since there's almost no other reason for most people to use the console in-game, maybe they could implement the actual results for combat as we fight into the console to give us some better understandings, in a sense, to the damage done and received.
Overall, it's rng and freak cases are rare in fights.
Combat needs to be re-examined. It's such a coin toss it's not funny and makes training combat not fun.
The mob doesn't get penalized until you are 10 levels above it.
Fight weaker mobs and get stronger.
Randomness is less of a variant once you get a good weapon and some armor to damage and absorb your enemy hits better.
Then, you can farm the next mob near your level more comfortably, without potions and without even Ranged.
Mobs assume you are well equipped and with good forged gear (Which you obviously might not have when fighting a lvl 50 mob with an Epic lvl 25 sword), so take it slow, farm gear, then try again later.