PvP Damage Tool TIP

Sounds awesome Rhys!
Dublicious
YES RHYS YES

HOW ARE YOU SO AWESOME (Mark too)
"
Rhys wrote:
According to Mark, it would be "possible but not easy" to have skill tooltips show PvP damage numbers if you are standing in a PvP area. Would this suffice?


Would possibly be the best thing that has happened to PvP since release.
"
Rhys wrote:
According to Mark, it would be "possible but not easy" to have skill tooltips show PvP damage numbers if you are standing in a PvP area. Would this suffice?


Wow, Rhys doin work

+1
IGN: BaiBhai | BhaiBhai | Bhailo

+1

Could be good to change "DPS" to "PVP DPS" too on the label (for new players wondering what is changing their damage)
IGN: @GreenDude
Last edited by GreenDude on Jul 1, 2014, 1:10:44 PM
I support the idea +1
IGN:Hauntworld - ICU Omniscient PvP guild
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Please.

Well, crap. After looking into this in more detail, there are some issues with doing it this way.

- It would require a large refactor of the stat display subsystem (since it would no longer be simply displaying stats, it would be modifying certain ones on the fly).
- Even in a PvP situation, you can deal both PvP and PvE damage (to players and minions respectively).
- It would be more inaccurate, because PvP damage scaling isn't applied to damage dealt, it's applied to damage received (after the defender's armor/resists/etc. are applied). While this is also true of PvE, players can have much wider ranges of values, unlike most monsters, which exacerbates the issue considerably. Not to mention players can use Granite Flasks and the like.

Perhaps sharing the scaling formula is possible, but it's complex and several skills have special cases. It's based on both damage and attack/cast time, so any DoT has special handling also. I'll see that the others think, though.
Code warrior
"
Rhys wrote:
Well, crap. After looking into this in more detail, there are some issues with doing it this way.

- It would require a large refactor of the stat display subsystem (since it would no longer be simply displaying stats, it would be modifying certain ones on the fly).
- Even in a PvP situation, you can deal both PvP and PvE damage (to players and minions respectively).
- It would be more inaccurate, because PvP damage scaling isn't applied to damage dealt, it's applied to damage received (after the defender's armor/resists/etc. are applied). While this is also true of PvE, players can have much wider ranges of values, unlike most monsters, which exacerbates the issue considerably. Not to mention players can use Granite Flasks and the like.

Perhaps sharing the scaling formula is possible, but it's complex and several skills have special cases. It's based on both damage and attack/cast time, so any DoT has special handling also. I'll see that the others think, though.


We notice the scaling on select skills more than others, its very apparent. We'd like something to at least to know where they stand. The formula would at least give us an idea of how to properly build our characters to maximize damage based on damage and attack/cast time (Esp for casters! We need it!) Help!
Last edited by Lordsidro on Jul 1, 2014, 9:34:57 PM
: (, had my hopes up. Hopefully the formula wont be too complex for everyone to be able to compute. maybe a pvp damage tip in character sheet stats instead of on the tooltip?
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Last edited by GrindcoreTHRALL on Jul 1, 2014, 9:40:16 PM

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