DoTs normally tick in 0.5 intervals, so I would first make sure if it really ticks in 0.25s intervals like you said.
According to some replies by EHG devs a few years ago, ailments tick every 0.5s (though they usually group the damage popup for a double tick), but skills have their own tick per second. The examples given were “For example, Disintegrate deals damage every 0.25s. Warpath is every 0.341s.”
They do, but since it’s something that everything gets & it’s unavoidable I tend to ignore it since there’s nothing a player can do about it in the slightest.
So mobs do have modifiers (especially in echoes, right?), as opposed to dummies, which get none, as a previously stated responding the guy who said dummies reflect a real target?
I think he meant that barely any mob gets any modifiers (other than global ones from echoes or area level), like armor, resistances, evade, etc. So dummies are pretty close to real enemies.
Nah, they’re not… In echoes I hit enemies for 30~40K, in the Arena, I hit dummies for 190~300K. That’s really not close.
So, having tooltip DPS reflect the same as damage dealt to dummies, as the person I originally responded to suggested, is really not ideal…
It would mislead people to believe they should be dealing way higher damage to monsters in Echoes, because the tooltip would show the damage they would be dealing to dummies.
That is because of the area level damage reduction. If you go hit mobs on low level areas, it will then be the same. That was the point.
How would you want to deal with this, then? Make it based on the highest area level? Then you would do way more damage than the tooltip says when you’re in lower level areas. It would never be accurate for leveling.
So it makes more sense to provide the actual damage it deals (innacuracies aside) and you have to account for the area reduction.
Because the main thing is that you don’t deal less damage in a high level area. You deal the same damage. Monsters just mitigate more.
I have an idea. Do not add damage reduction to enemies based on level. This seems fairly logical to me.
Increase enemy health so that they are equal. This is more transparent. Or even better. Remove all nonesense from game and let enemies not scale by level and have unique enemies per level category.
No reason to be fighting same mobs all the time
There are reasons behind the damage reduction, though. Life leech being one, keeping the damage numbers popping up more comprehensible is another one, IIRC. It’s a bit unintuitive and awfully communicated in the game, but I like the design. Same goes for the resistance system EHG came up with. Unintuitive, but ultimately better than other iterations in the genre, IMHO.
More enemy variety would be nice. But your suggestion seems incompatible with the corruption system.
You already have additional enemies that exclusively appear in empowered monos, I think, like undead wengari axe throwers. I can’t recall that I ever saw them in normal monoliths or during the campaign.
More monster variety will surely be implemented in future updates.
Yup.
IMO, if you have to use SI units because your damage numbers get to big (D3), that’s a failure.
Speaking as a player it would take SIs any day with clear numbers to low functional numbers because we like seeing numbers go up.
When you make a system that make you FEEL WEAKER the more you play the worse it feels- rule #1 of game design is player must feel stronger at min 10 then min 1.
LE suffers badly at the ESO treatment. Which is why ESO is a not very popular nor a good game
“Your eyes can deceive you. Don’t trust them.”
I turned off damage-numbers for a while. I can tell you, my Paladin at 96 definitely feels stronger than at level 60, even though he is running empowered monoliths.
By the way, from what rulebook comes this rule? ISO-1337?
The book I am looking for is called the book of rule of cool. Written, illustrated and written by Me Viled. Maybe I will send a imgur link.
100% legit
This reminds me how MonHun added damage numbers in World and suddenly people were constantly worried about doing as much damage as possible instead of using a set that worked for their playstyle. I started in 4th Gen and I’m doing a new playthrough of World before Wilds releases in Feb '25, I turned off damage numbers and I’m having so much more fun that I did last time I played with them on. I’ll probably do the same in LE
There is a lot of truth in the sentiment of “optimizing the fun out of the game”.
I played Ragnarok Online for years. When people started to measure stuff like EXP/h, the game turned from a fun adventure with friends doing crazy fun shit into an optimized, sterile grind.
We basically stopped playing as friends in large groups, until we realized the change and what optimization cost us. So we started to do stuff that was fun again in large, but inefficient parties. We still won castles in WoE almost every time.
Rule #1 is blow stuff up, though, not what you said. So if even you don’t know the rules and you wrote it, I guess it’s not that legit
I actually recommend doing that. I only play with damage showing when I’m still leveling the character and I turn if off when I feel the character is consistent in damage and survivability.
The screen is so less polluted, we’re even able to actually see the mobs we’re fighting without all the numbers popping up.
Overall a much better gaming experience.
This is the first draft, a real manuscript. In a hundred years, it will be shown in a museum as one of the most influential pieces of modern game design.
Don’t you recognize a masterpiece when you see it?
I don’t know, and I’m not saying they should provide accurate DPS meter.
I only commented because the guy said that DPS tooltip should reflect damage dealt to dummies because dummies reflect real enemies. Then I said dummies do not reflect real enemies because dummies don’t get ANY modifiers (while ALL monsters do, even if it is the base %DR inherent to them from area level, but also the monolith modifiers), so tooltip DPS reflecting damage on dummies is not ideal, since it would lead to more confusion in players, making them believe they should be dealing much higher damage to actual monsters, while they see the damage they deal to dummies on the tooltip.
And we all know how EHG tends to favor solutions that would, ideally, lead to less confusion in players (isn’t this their major argument against letting us put 1LP in the egg?).