Random Questions I have

Sure, but that still doesn’t make the damage range from 200 to 600 like you said. If you have a base damage of 200, it will hit from 180 to 220. Which is a lot different. Or at the high end (considering my character has 2.5k HP), from 1800 to 2200. Which would account for it constantly dropping low, but never actually killing me.
So the damage taken isn’t that inconsistent, especially if you use either crit avoid or reduced dmg from crit.

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No ARPG has ever shown damage ranges of monster attacks.

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Sirus, Awakener of Worlds - Sirus, Awakener of Worlds - PoEDB, Path of Exile Wiki

not sure if this is counts but some places its possible to obtain such data. but overall i would agree most games never actually let players know the damage ranges but players can perform tests to gauge the ranges.

That’s normal, people datamine info from the game files and then put it on wikis and fan pages, that’s been the case since Diablo 1 days.

But he wants a tooltip with monster damage. No ARPG does that.

There’s similar data for LE, but there’s a whole host of modifiers that sit on top to get yo the damage numbers we see on screen.

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Actually most of the time, there’s just two. Game guide mentions that monsters normally don’t have any offensive stats except for 5% crit and then there’s % resistance penetration from area level the monster spawned in.

Some monsters - for example Pontifex Aurelus that was in the linked video - have additional stats which are also listed on the tunklabs site, in this case it’s 474% more damage.

So the formula for his damage should be Meteor base damage * (1+4.74) where Meteor is the monster version, not the player version. Then you apply player defenses, and reduce player Resistances by applying the Penetration from area level.

Plus all of the mono modifiers & corruption. From memory, when the devs were asked about the apparent difference between the datamined numbers & what people were seeing in-game they said that there were a bunch of other modifiers that made the datamined figures meaningless. So I assume that there are area-level modifiers as well.

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It doesn’t even show damage range of player skills :stuck_out_tongue:

At least a basis to infere would be kinda nice to start. Having the information for enemies present goes a step beyond as as ExSea already stated… at least it’s viable to gather from some sources.

I didn’t say tooltip, did I? I want the information somewhere available.

Ok, in that case… how much variance is available damage wise? What’s the lowest possible damage and what’s the highest possible damage?

This goes for both player and enemy after all. I can’t infer for enemies if I can’t even infer my own damage outside of direct numerical feedback after usage… rather then before.

Also the extra effects like corruption… which aren’t at all straightforward, especially combined with mono modifiers which aren’t personally chosen, they ‘just happen’ and make infering a baseline very very hard.
Mono 1 will be a breeze, mono 2 with the same mobs, the same corruption will be a death-sentence… but which modifier causes it specifically? It’s extremely hard to test for a player in LE sadly.

How much of that actually matters though? PoE doesn’t even show damage numbers during combat but I’m not sure many people complain about it (any more, they could have a long time ago tbf).

I believe DJ already answered this one.

Yes, you did say tooltips:

Also secondly, which is a direct shortcoming from LE itself in conveying the information to us players… where is the damage range shown?
Has fire the same damage range then lightning… or void? That’s simply missing tooltips which are a very important aspect of ARPGs commonly.

Well that sucks for you, because monster information is commonly not disclosed to players in any form at all.
Like I said, players usually do the datamining and make fanpages and wikis.

Well they are, since you can tell at a glance which corruption level is being played by looking at the stats in the quest log, and also since gamers already made various calculators for the data they wanted.

I’d argue if one monolith is mostly a swarm of weak bugs and the other is siege golems and casters summoning meteors from off-screen, then it’s pretty easy to tell which is which.

But right now it sounds like you never did any testing.

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Because the shown numbers aren’t as important as the direct feedback and former information usually.

If I know with 100k DPS I’ll kill an enemy quick… then I know 150k will feel better.
But if I don’t know how much DPS I actually do… I can’t adjust easily do increase that.

For example, is the variance in damage the same for every element? For example lightning usually has a wide variance in damage rolls in quite a lot of games… while physical damage is usually very close together. Does that uphold in LE or not? I think ‘no’ but that comes from high personal experience, a player can’t know well.

In comparison in PoE a player can simply read the tooltip stating ‘35-44’ damage for phys versus ‘1-84’ damage for lightning and immediately go ‘Oh, ok, so when I build crit around lightning I can regularly cause devastating sudden hits but I won’t be consistent, while with phys I’ll always deal steady damage’. Also the numbers there between those 2 that the phys damage is less DPS then the lightning damage provides in that example.

In LE the current state is that the player doesn’t even know initially of variance exists. It seems ‘static’ for damage. You deal ‘65’ damage… but it’s not 65.
That can be especially important when additions to a game come which are based on consistency. Like ‘this driggers when you’re dealt x damage’ or ‘this triggers when you deal x damage’.

And where can I check it? :stuck_out_tongue: Is that official or just tell-tale basically which you have to pull out of the void of the internet?

For the damage ranges, was badly worded. Our player ranges are not existing. Enemy ranges can be inferred from that to be similar… or less. Depending on setup usually less to stay more consistent.

I can look it up in PoE. Their Database site does show this information. Last Epoch’s does not.

Also there’s the complete breakdown of the specific effects and damage types as well as exact damage ranges available as well.

So, yes, it’s kinda disclosed, just the usual GGG shenanigans of not doing it first party, but allowing to provide it.

There’s a bigger variance then in games otherwise. If you play in Torchlight infinite then Tier 8 has Tier 8 enemies, you can directly infer their power level hence and only need to take into consideration personally applied effects.

In PoE the same goes. T16 is T16, enemies have their fixed baseline there, also only affected by the map modifiers and other personal modifiers provided (like altars in maps).

It’s more difficult to do it with a moving baseline and get a solid result, because you don’t play at 100 corruption or 150 corruption… you play at 123 or 227 for example. Yes, miniscule changes but makes consistency go overboard for intuitive returns.

Yeah, the weak bugs kill my build while my single target DPS is so high that golems drop dead immediately and pose no danger :stuck_out_tongue: Summoners off-screen is kinda a mess for every build though.

Because I’m not speaking from my own position but a new player’s, or a still learning player’s position there.

Ease of information acquisition and quantity of information pose the difficulty to overcome in ARPGs besides the actual personal experience to perfect it. But the acquisition of information in LE is kinda hard in comparison… while for example in PoE the sheer quantity causes the issue.

It’s kinda bad if similar issues are in a game which doesn’t have said quantity - yet - though, showcases that something else is causing it, and that can usually be avoided.

No, you cannot.

You can look it up at some player-made website that datamined something.
You also have no way to confirm it’s “official”.

Either wait until a website gets created for Last Epoch, with the granularity you want, or make your own. I can’t help you with that :wink:

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You can check the answers to these questions on their discord. You can ask the devs directly, which they will, unlike most game devs.
You can check other sources like:

or Combat Calculations - Official Last Epoch Wiki (although that one still says 25%, which I believe was the old number, because that wiki isn’t updated in a long time)
both of which say that the damage variance is global (meaning the same for all) for hits and doesn’t apply to DoTs.

There aren’t yet as many sources for this info as for PoE because PoE has been around a lot longer. In the first couple of years, getting this info was also spotty at best for PoE.

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Yes, much like I could only trade through a player made website for years, or can only price-check with a third party program, or can only reliably get a carry through friggin Discord.

All those are negative points towards GGG since it should be inherent functionality in the game since it’s become the norm to use for a reason… and I don’t mean ‘DPS-meter’ norm like in WoW where it does tell you absolutely nothing besides making a toxic environment. It’s functionality which removes the grating aspects of the interaction with the game mechanics which have no need to be grating.

Hence them neither existing in-game nor external is a bigger detriment then the situation over at GGG :stuck_out_tongue: Taken into consideration the lower lifetime of LE as well with how many things they can provide realistically. But damage variance as a tooltip is a Day 1 implementation supposed to happen plainly spoken, in-game.

The enemy stuff can wait in comparison… but only in comparison, it’s also an improtant aspect.

Ah yes, good job from them, as first-party outsourcing information to third party applications… you know the stuff that shouldn’t ever happen? :stuck_out_tongue:

Still better than every other game where there is no official info on that.
When has GGG ever officially released their damage formula? All you know is from players datamining the game.

So at least you have a place where you can ask the devs and they will let you know.

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That’s a step backwards from datamining and providing the data on a third party site even.

At least people use those third party sites in general, like lastepochtools… but on the Discord? That’s a mess plainly spoken :stuck_out_tongue:

I’m already speaking out about the data not being provided by GGG personally for PoE… so obviously I’ll do the same here, and quite more clearly.

I don’t see what your issue with that is.
1-Official announcements: PoE does them all on their site and EHG sometimes fails to do so.
2-Player datamining: both games have this. PoE has more because it’s been out the longest.
3-Dev to community communication: GGG has none of that. EHG has it. A player has a question, the devs will answer. Sometimes they even answer on the forums. When was the last time one of the GGG team answered a random forum post on their site? When was the last time one of the GGG team answered anyone directly about anything? Or answered a question made to them (which you can’t, because they’re not available for that)?

So in regards to this, EHG is actually going the extra mile. They’re doing what no other company does (big enough ones, anyway).
The only problem lies in #1 not being consistent. Because #3 is actually a positive for players seeking answers.

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TBF, in his post, he did specifically say that they had the same mobs.

Yes.

Not in LE.

You can test this easily.

Apart from by testing it themselves on the training dummy.

Yes, and the character screen is on their list of things to update but it got pushed back by MP 'cause priorities.

It’s from testing. You can do the same if you wish.

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It’s actually from all 3 sources: testing, datamining and dev confirmation.

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