Lower the numbers as promised


“We don’t want big numbers clogging up the screen” - Joe Piepora


A year after the Dev stream, those numbers only went up and it looks like they are gonna be even bigger in Season 4…

Why? What is the problem to lower the numbers? What is wrong with hits for 100 dmg instead of 1000000000? Just lower the numbers of dmg and lower the monster’s HP. Simple as that.

By lowering the numbers:
PROS:

  1. Game looks clean and you can accually see the monsters or your character (you are not forced to disable the numbers).
  2. The extremely large damage numbers and monster HP values introduce more complex calculations, which strain the CPU and GPU. With lower computational demands, the game engine can render frames more quickly, resulting in smoother gameplay and higher FPS.
  3. The server load would be significantly lower due to the smaller calculations required for damage and HP management, resulting in fewer lags.

CONS:
None.

The summary: More FPS, less lags, lower server load.

So I will ask again, Blizzard, why do you keep these extreme numbers?

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They should do like in D3, add option to change it so we see 1K, 1M, 1B and 1T etc… less clutter.

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You necroed a post older than the release of D4 for … what?

Bigger numbers means they can balance the classes a bit better.

But I think there is an option to turn them off? Right?

Equals 1B on display. Problem solved.
S5 1T
S6 1Q

Cleaner than 100, 1 less digit actually :melting_face:

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They took care of this with the option to hide damage numbers.

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It’s not less digits. It’s still more. When calculated, that 1T number is still 1,000,000,000,000. Simply displaying the number as something different than in the code, just adds more code, while the number remains the same.

LOL. tell us you failed 3rd grade math, without telling us.

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Just turn damage numbers and status text off unless you are testing something. Game is so much better without them.

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To be honest I think there are three reasons:

1.) They having a hard time balancing everything out to the numbers they intended and the community keeps finding busted builds. Seasons only increase this likelihood.

2.) It’s easier for them to just tack on more scaling content as new content cause they already know how to do this pretty well.

3.) The community gets upset every time they nerf anything trying to bring the numbers down to what they were hoping for like in Season 1.

Regardless of all of this Diablo has always been about making powerful builds anyway right? Yet there’s kind of a sliding scale that upsets people. You’re either too weak and things take too long or your too strong and things get nuked too fast. Where is the in between?

Hopefully the armor tweaks help though, DR rarity, and buffs to the Pit, NMD, and bosses. I guess we’ll see if it feels a bit better than PTR today.

Short answer: No.
I don’t want to do 1000 Dmg with level 100.

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Sure! Let’s feed your ego at the expense of servers performance.

2^8=255
2^16=65,535
2^32=4,294,967,295
2^64=18,446,744,073,709,551,615

Let us know when you do more than 18 quintillion dmg. Still one register.

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I really didn´t think people like this exist :smiley:
Imagine you get excited over number

It’s all about game design. Low damage at lvl 100 just mean the game will still be flat, without any power spike going 1-100.

For some players, fun is about being stronger after getting gg loot, then weaker until you find your next op loot.

Can we change Vulnerable to “V” also while we are at it?

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That’s not how computers work

On a 32 bit system 1 and 1,000,000 are 00000000000000000000000000000001 and 00000000000011110100001001000000

So adding 1 + 1 is exactly the same as 1,000,000 + 1,000,000

Plus the damage calculation is most likely done on your system not the server

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I understand you’re trying to contribute to the discussion. Don’t worry – failing is okay; you will learn from your mistakes (hopefully).

“^” is used in Python and Lua. I’m pretty sure those are not the languages used in Diablo 4.

Exponentiation, or raising a number to a power, is usually handled with pow() in C and C++, or Math.Pow() in C#.

Diablo 4 is using C#, so, reducing damage numbers and monster HP from billions to thousands will improve performance by reducing rendering, computational, and memory overhead.

It’s awesome to share insights, but let’s make sure we’re providing accurate information to avoid confusion for others reading the forums, especially when smartasses like you share IQ with other smartasses.

Someone is still in 2010. Anyway thanks for the binary lesson, but in the realm of Diablo 4’s C# wizardry, we’re lightyears beyond basic binary math on 32-bit systems. Keep up, champ.

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Source? I’m curious, not arguing.
I’d rather have clean interface with lower numbers, such as max copies sold = max dmg, but that’s just me.

Ive seen some really big non issues brought up here before, but this one really takes the cake.

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^ in Python is bitwise or operator. Exponential is ** in Python.

But at this point you’re just trolling so I’m just going to leave you to it I’ll be enjoying big numbers in my screen in a few hours.