If a mob has 100 hp and you do 10 dmg a hit, it takes 10 hits to kill it.
If a mob has 100 billion hp and you do 10 billion dmg a hit, it still takes 10 hits to kill it.
If you think big numbers means anything at all, then you don’t understand basic scaling. Just turn off the numbers and move on. The only thing it means is character power gain is not linear and it’s on a curve. The big numbers are there to make you FEEL like your character is super strong because as you can tell from the forums…average people fall for this.
People need to learn to separate their complaints… Lets work it out together for you.
Potential complaints:
Numbers are super big! (this is only a complaint if you don’t want to see big numbers on screen, turn it off)
TTK is too fast (this has NOTHING to do with the size of the numbers. This is dmg to health ratio). Do you think nobody should clear max content? The argument here can be ‘end game content is too easy’. If that’s your complaint, then that’s a fair complaint but it should be MECHANICALLY more difficult not just scaling numbers to make big punching bags. (Bosses get 10x more mechanics like lost ark and elites get more mechanics to dodge). Although, the vast majority of the casual diablo player base can’t dodge Ashava mechanics…
Power scaling is on a curve and not linear. (Nobody cares because you get scaled down when playing with friends I believe anyways), plus who cares in an arpg how fast you kill weak mobs that are irrelevant?? None of you are even thinking about this anyways. Note: It could be linear, but on a sharp linear climb. Either way, this only impacts HOW easy content is that you outgear.
“barbs are too OP!” - literally nothing in this video showcases that because we have no idea how hard lvl 100 nightmare dungeons are for other optimized builds. Not to mention, this build gets stronger because he’s missing The Grandfather which is the best item in the game for this build.
A lot of games don’t do linear scaling because they want you to feel like you’ve become ‘super strong’ if you step back into lower level areas. In basically means that when you step back into overworld or lower nightmare dungeons, you’re going to blast them since game is balanced around lvl 100 nightmare dungeons as endgame.
Nothing you said is relevant or makes any sense or even makes a point…
Who cares if the damage says 10 billion or 10 thousand? It’s still the TTK on mobs.
Probably. Maybe this is linear but the linear graph is SUPER sharp up. You can definitely do it. At the end of the day, it doesn’t really change much for us except for how much easier the content is that you outgeared. It’s either ‘slightly easier’ or REALLY easy. It might be linear but with a sharp upwards trend
well if numbers doesn’t matter at all please explain me something.
In tons of ARPG we have such iconic stat as life steal(life leech whatever you will call it)
How am i suppose to have 1% on LL(for example) with billions of damage if i have(for example) 300k hp?
Does this mean that we won’t have such iconic ARPG stat cuz of numbers that doesn’t mean anything?
This is simply a math problem. For one, I don’t think life leech is in the game except on specific abilities.
For example, if you have 300k hp and you have 10 billion dmg a hit. They will make life leech static probably. “Using this ability will heal you for 30% of your hp”. They don’t have normal life on hit in this game I don’t believe, only life on kill.
Understanding the math is not the problem here really. The problem is the multiplicative scaling they’re using.
Instead of x% they should’ve simply gone with +%, as that makes balancing and tweaking way easier. Additive scaling also makes the scaling linear instead of exponential, which feels way better.
Yeah the two biggest impacts is…1) is overworld so simple that it’s not even fun? and 2) some builds in diablo typically function better with stronger mobs…like procc’ing extra resource that doesn’t work well when mobs die instantly.
well with lategame gear andariels will probably heal you to full with 1 or 2 hits. So i understand this concern. But on the other hand we have stuff like
Starlight Aspect (Legendary)
Gain [10 - 20] of your Primary Resource for every 25.0% of your Life that you Heal.
imagine going for very high hp, so surviving a couple hits is possible and leeaching yourself to full in just 1 swing. I think this combination could be insane in high nm dungeons. In normal circumstances this aspect sucks, but here it might have home, a very op home.
you are aware of the rogue passive keystone and the druid class mechanic, and the unique helm with lifesteal, right?
what’s next? a couple of seasons in and we get numbers our PC’s are not even able to compute? we’re in the billions already.
I think you’re oversimplifying the damage equation, although it’s very simple already.
total dmg = base dmg * (mod1 + mod2 + mod3) * (mod4) * (mod5 + mod6)
This is what a basic dmg equation looks like… This is what people are referring to as ‘damage buckets’. You’re oversimplifying things by saying that dmg mods should just be additive and not multiplicative.
In d4 it looks like this
total dmg = base dmg * (base stat) * (crit bonus dmg if you crit) * (vulnerable dmg) * (any other +dmg modifier is additive to each other)
None of this matters though because it doesn’t change how many 0’s can be behind the final number. That’s just a simple tweak of the base values of dmg and health… It doesn’t change the dmg to health ratio…
From a development/computational perspective. Those calculations happen on server side I believe as well and your client only receives the final number. The reason d3 had lag issues is because of how their damage formulas were laid out and they had WAYYY too many things that did small number of dmg like area dmg.
So big numbers don’t matter. The problem is LOTS of mobs with LOTS of numbers…not how big the number is.
I don’t think that’s the issue for some. From what I’ve read here and there, it seems that as you level, and the mobs scale, you start seeing diminishing returns in your personal power, such that you no longer do 10% of the required damage (as per your example), falling to 9%, then 8%, and so forth. Unless you’re lucky and get all the four-stat yellows you need for your aspects, that is.