[Bug] Damage stats in inventory and record screens
Alonso
Member Posts: 806
The damage stats displayed in the inventory and record screens are wrong. For instance, Frostreaver +3 deals 1d8+3 slashing damage, 1 cold damage and 1 acid damage, i. e., it deals 1d8 +5 or 6-13 damage. However, the damage stat ignores the cold and acid damage, it only takes into account the slashing damage. It looks like this happens with all the weapons that combine several types of damage, one of the damage types are displayed and the others are ignored.
Is there any mod that fixes this? If not, I could try it myself, would it be very difficult to write a fix?
Is there any mod that fixes this? If not, I could try it myself, would it be very difficult to write a fix?
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or better they can be wrong if a kensai is using kai or a cleric is under RM, then only the maximum damage should have been displayed.
the elemental or poison damage added to some weapons is a different type of damage as can be not effective against a creature immune to it (ie fire damage against a red dragon) and is not blocked if stoneskin is on, passes trough it.
as in the description of every weapon is clearly stated if, which type and which amount of elemental/poison damage is done right now the information on the screen is working properly.
in your example of frostreaver it will show the physical damage, that is 1d8+3, but also + str bonus and + items and proficiency bonus, and tells which factors affect that value, then the elemental damage can be added by the player if he is trying to hit a not immune to that damage creature.
the displayed values of minimum and maximum physical damage are useful to quickly compare 2 weapons, and is a better way then displaying the average damage, that does not give information on the spread the damage can have, for a certain user. and the fact that elemental damage, that for some weapons is fixed and for others has his own roll, is not considered, make the information more useful as it is easier to add the elemental damage the creature is not immune at to the given values then to subtract it.
take as example spectral brand, 1d8 + 5 + 1d6 cold, should be the minimum value (without considering for the example str and other boosts to the physical damage) 1 + 5 +1 =7 and the maximum 8 +5 +6 =15 or should the minimum one only 1 +5 =6 as it is the minimum one if the enemy is resistant to cold? in that case 2 different rolls are used, one for physical and one for elemental dmg, the given values would have been less useful if also the elemental damage would be considered.
to have a real information about the weapon effectiveness used by a toon other factors have to be considered, his thac0 with that weapon and the ac of the one he is trying to hit and his apr, the displayed values are only useful to quickly determine the range of damage a hit will do if successful before the elemental damage is added, without the need to check all the factors, str, proficiency and items, is not a way to know how much damage will the weapon really do in the hands of that toon, thing that depends on how many attacks he has with it and how often he will hit.
That is not necessarily correct. The Shortbow of Gesen, for instance, works just the opposite way: It is the elemental damage (1d8 electrical) the one with a die roll.
All kinds of damage are ineffective against certain creatures. Mustard jellies are immune to piercing. Clay golems are immune to everything except crushing. Etc. If the game followed that idea, it wouldn't display any damage at all, elemental or otherwise.
Everything can be done by the player, of course, but then it's no longer a computer game, it's a pen and paper game. The whole point of playing computer RPGs is that they do for you all the tedious calculations.
It's specially confusing if the game adds up some parts of the damage, but it skips others, and it doesn't even tell you what parts it's skipping or why.
Not very useful when half of the damage dealt by one (or both) of the weapons is ignored.
All the comparisons are more useful when the elemental damage is considered. Creatures immune to cold (or to any kind of damage) are the exception, not the rule. The most useful comparison is the one that applies to most creatures, and that is a comparison that includes all types of damage.
Actually, the displayed value for damage does include strength, proficiency and item effects that alter damage. That's why it doesn't make sense to exclude elemental damage, because the whole point of this stat is to add up all the damage dealt with one hit.
There are still some bugs that result in the displayed amount being incorrect:
One of the v2.[0-3] patches added a damage display for weapons with disabled weapon damage - using instead the first damage opcode listed in the weapon ability (See "The Snow Maiden's Reaver" in IWDEE). Though it still incorrectly lists other modifiers that are not used in this case.
Another way to look at it - All damage listed in the inventory will be included in the critical hit damage calculation - though not all damage included in the critical hit damage calculation is listed in the inventory, particularly conditional modifiers. Unless the weapon damage is disabled, in which case it will instead list the first on-hit damage effect applied by the weapon, if it has one.
Those main exceptions are weapons with disabled base damage (The Snow Maiden's Reaver and Void Weapons from SoD), the notice being that the only damage listed for them isn't physical.
Well the engine already handles all these. I don't see why it's hard to extract the numbers and expose them to the UI.
It works, but it's tedious as you can't open the description side by side to compare them.
You can compute an average.
The game knows your level so it can compute the correct value.
This one is the hard one.
The game splits the information between main and off-hand.
Yes there are extreme cases where you can't calculate an accurate weapon damage, but my point is that there are cases that could be improved where the game should be able to give you a correct value (like the Bow of Gesen) or at least a better value than what is shown right now.