Keep Damage Numbers Low

For anyone that did not play Diablo 3 the damage numbers were out of hand. For example you would hit a mob 31.5 trillion yes TRILLION and no it wouldn’t say 31,500,000,000,000 but just 31.5T. So you would see some really weird damage numbers popping up and none of them meant anything or felt good.

For Diablo 4 please keep the damage numbers down to something that actually has feeling to it and doesn’t look silly on the screen. If I’m used to hitting a mob for 400 damage but crit them for 1200 I’m going to notice that immediately.

Bonus points for anyone that knows what 31.5 trillion is in reference to without googling it :slight_smile:

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In D3 it got to a point where I stopped counting how many zeros followed the first number. I’d prefer D4 not to turn into that lol.

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Only 31.5T? You could do Quadrillions of damage.

I was critting for 2-5k in the server slam, I can see numbers getting pretty big.

That’s what I’m worried about. Numbers will get so big at max level that they won’t matter.

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What is the difference if you hit a creature for 33dmg, or 33T dmg.

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There is no difference. If a mob has 10hp and you hit it for 3.5 damage, it is exactly the same thing as a mob have 100T hp and hitting it for 35T.

It’s just a hit equal to a proportion of health of the target. Whether it displays 3.5 damage or 35T damage, or no damage text at all, if the same percentage of health is taken away it is exactly the same thing. That’s why these threads are pointless. The text of damage is irrelevant. Only the percentage of health taken away is relevant.

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As long as it doesn’t clutter my screen, I don’t care how they display it. I’ll probably turn it off anyway, unless I’m testing a gear or spec change. If I’m killing stuff efficiently, that’s good enough for me.

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I think the difference is that the 33 is extremely simple to understand. Let’s say you use an attack that does… 10 hits at once, for varying damage numbers.

If your average damage is sub-100, then seeing “33 45 72 18 96” etc is very easy to understand. Higher starting digit = good. If I see 9X I know that I’ve dealt quite a bit of damage, for my personal setup

Whereas if you’re in the M/B/T/Q range, it gets much more confusing. If I see “33 45 72 18 96”, those numbers are meaningless without knowing whether it’s millions, billions, trillions or quadrillions. If I see the 96 but it’s only 96M, then it’s trash compared to even the 18 if it’s 18B

It removes the immediate response of “Damn I hit for 96!” and turns it into “Damn I hit for 96… oh, million. Oh I hit for 18B though!” - it’s an added layer of confusion and messiness that’s entirely unnecessary

As long as they stick to below millions, though, it should be fine

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I don’t mind much about big numbers, as long as everyone can keep up and do his/her part into a group of a same level and/or item level it’s all good.
From what I saw in D4, damage numbers seem all right, of course we should expect damage to go up with leveling, patches and expansion.

Note: I did watch a vid about dev talking of damage and damage reduction scaling, I don’t think numbers with twelve 0 will show up anytime soon.

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All the garbage in between, it not only looks stupid but becomes numbers soup.

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I used to just turn off damage numbers completely , I knew I was crushing stuff I didnt need to see all that crap.

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Tell me you didn’t play Diablo 3 without telling me. Maybe I’m not making myself clear. The numbers were so ridiculous that you couldn’t read anything. And like I already stated it felt awful.

They’re right though, you just kind of adapt to the large numbers and stop really reading them, it’s about kill times more than ‘what number pops out of the enemy when you hit them with the thing’.

I did play D3 a bit and had no difficulty in reading the numbers. It didn’t display the number as 35,000,000,000,000, which would have been hard to read. It displayed it as 35T, which was not hard to read at all.

I also played CoH, which rarely had numbers higher than 1k. It was no more difficult reading 35T as it is 350.

Again, the scale doesn’t matter. The only thing that matters is the percentage of health taken away per hit.

Too late, the leaks show people doing tens of millions of damage.

That entirely takes away an aspect of the game though. Why even offer damage numbers if it boils down to “damage numbers irrelevant”? Just entirely remove exact damage numbers and just show percentages if that were the intent

“You hit for 5%” “you hit for 25%” etc

There’s a nice feeling to progress within ARPGs. One day you’re hitting for 30, a while later you’re hitting for 500s, maybe you see the rare 1k+ crit etc. It’s a nice sense of progression to see how far you’ve come

There’s really no reason to remove this, games do not need to scale damage into the millions, especially not into billions trillions or quadrillions

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One of my biggest pet peeves about D3, and probably the thing that makes me laugh the loudest, log off, and uninstall it, is the ridiculous scaling of the damage. It was something that practically every other game can keep in check. Even Lost Ark, with all it’s P2W gear grinding, the top players can only ever hit maybe 1 billion in the latest content. Yet somehow Diablo 3 has been able to consistently hit Trillions for years. Absolutely ridiculous. Like showing up to a job interview in a clown suit.

Heck, I love big damage and health numbers in game, but it got ridiculous for D3. Not only were the numbers big, but it often made no sense where some of them came from.

I doubt they did this, but it would really be nice for the damage to have an upper limit with only a few things for each class capable of breaking that limit.

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Exactly this. Unnecessary messiness.

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