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In the next update, all secret achievement will have their name displayed in-game.
I honestly doubt there will ever be hints in-game, however. They are secrets for a reason (and usually the name gives a pretty good hint).
If you like hints, you may however go to the wiki, which provides hint about the secrets (in addition to straight solutions). You can also try to improve them if you find they are not good enough.
For what is multiplier and additive... Well... I think going over every bonus to change their display (even "just" a color) takes just too much time for what it's worth (especially since the vast majority is multiplicative). And you can trust me. I had to go over most bonus to check there wasn't one that was negative :(.
In what situation is it absolutely important to know whether a bonus is additive or multiplicative and it is ambiguous?
I don't see the point of the filter for non-critical numbers. What would it be used for?
base value is like 1 minute or so.
Next i add points in spellcraft, this is a fairly plain value so it goes up how you'd expect.
Now take something like chronomancer spells that add X to time distortion.
This doesn't add as you'd expect.
There's no clear indication what ability power does or what it affects.
There's no clear indication what ability power does or what it affects on pets / minions.
This list continues but hopefully you see the point i'm trying to make.
The secrets having no hints i can get behind but subtle directions wouldn't be terrible. Not a high priority thing.
The multiplicative vs additive is purely based on seeing "increases profits" on anything, and then seeing a level 109+ spell say the same thing, but extremely low values.
That leads me to believe that most, if not all bonusses for that stat are additive (#% + #% over X) rather than multiplicative (#% + #% = X, take final X, multiply by #%)
Adding 100 million percent to 1 means that 1 is now 1 million. If all profit bonusses clump together like that, with no secondary multipliers, then sure, there is absolutely no need for any distinction, but then that raises questions on why a chronomancer spell that resets progress adds literally nothing worth mentioning.
As for "why no normal clicks", autoclicks. Having your entire central orb display a blob of white with the occasional red or yellow based on what class you play would just be a lot more appealing to keep track of crits etc.
"subtle directions" ARE hints :B. And exser is not good as "subtle" directions :].
For Time Helix (as well as Arcane Infusion, and the profit part on Tempered Arcanomancy), they stack additively (i.e two TH will give twice the bonus of one TH, three will give thrice....), but their bonus affects multiplicatively the stats(if the total bonus is 70%, it will be x1.7, if the total bonus is 600%, it will be x7.....).
I will also repeat that a vast majority of bonus (be it upgrades, items, or attributes) are multiplicatives, and most additive bonus are specified as additives.
I can see one upgrade which is additive even though it's not specified, but that's about it.
As for the filter for "normal clicks"... It seems mostly useless.
Like, okay, maybe for the first few days, it's interesting (and I'm still dubious, but okay why not), but at some point, all your autoclicks are critical (unless you play a class that don't use autoclicks for profits in which case seeing them is... uh... useless?).
I guess it could be argued that only displaying HC for Exorcist and Heretic would be interesting, but it seems really marginal, doesn't it?
Also it'd be very useful if persistent spells and passive spell bonus were explained in-game, somewhere in tutorial for exapmple.
What part of them needs explanation?
The quite important part, i.e. what those actually are and what are the conditions for the passive bonus to be in effect. Someone (you, perhaps) explained it really well in another topic here, that explanation should be found in game, but isn't (last time I checked)