DISCLAIMER: all examples below turned out to be the difference between GT and in-game display, therefore none of that is actually a feedback to the game.
Keeping the post for historical reasons, but the subject is not relevant anymore.
Original post starts below:
One thing that confuses the hell out of me is something along the lines of:
“N summon limit” / “N sec recharge” and similar stuff.
Ex:
This should be +6, not just six.
But it reads like just setting hard limit at 6.
When something is presented as a flat number it reads like setting to that value, not adding that to already existing value.
Same thing on Bysmiel set
This is hella confusing. We have plus next to skill levels, but no plus next to incresaed summon limit.
When it comes to cooldown, things are a bit better, they mostly say -N sec to skill recharge.
But there are also items with flat (without minus) sec recharge to skills. Chillheart:
Default CD on RoS is 3 sec.
If I dual wield Chillhearts, do I get 0, 3 or 6 sec CD on RoS?
It would really help if we got minus / plus on every such occasion.
While we’re here, “damage modified by N%” is also quite confusing, though probably less so than the examples above. I think “multiplied” is a better word choice here, because this is literally what happens.
If your damage is multiplied by 90%, you’re losing 10% damage. And it’s worse when there’s a negative attached to the %. Would your skill then heal enemies?
E: Agreed on the rest. Some +s and -s would not be unwelcome.
Well, by the same token “modified by 25%” could mean plethora of things depending on reader’s imagination.
Not the hill I’m willing to die on, but the wording is not clear at all for somebody who hasn’t yet accepted it as a given and made peace with the state of things.
Though yeah, just changing to “multiplied” and leaving % would be misleading.
if i have 10 damage and multiply it by 0.9 it would 9 damage now
It would make a bit more sense this way bc TDM by 100% is actually multiplying the damage by 2x which feels a little misleading. Every time you have to calculate TDM you have to add a 100% to the value then convert it to a decimal.
It’s consistent with %damage though. If you have 50% Lightning damage on an item, you get 50% extra on top of the default 100% (and any other % damage you have). So if that’s all you have you end up with 1.5x your flat lighting damage.
Here we have explicit PLUS 5 seconds.
Counter example:
It would be obvious that it’s PLUS one second duration, but granted that there is an explicit one in previous example, this reads like it SETS the duration to = 1 second.
Edit: removed from the original post since it’s a difference between GT and in-game display as noted below by @ Gnomish_Inquisition
Oh you’re right. I didn’t bother to check if GT and in-game are the same, and I see that in this specific case with duration they are not.
I stand corrected, thanks for bringing that up.
yarp
another reason why devs say to not base feedback purely on GT(s)
(it’s fun when bitching about enemy stats/skills or pet info and Zantai just laughs at you with “gt parsing certain stuff poorly”)