The Witcher

On-screen damage is much greater than the damage shown in stats screen

TheWitcher4 - On-screen damage is much greater than the damage shown in stats screen
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Hi. I am at the end of my Deathmarch NG+ playthrough (on PS4, GOTY edition) and I have created a nice spreadsheet to calculate the damage by selecting skills, weapons, armor, decoctions, potions, oils etc. The results are exactly like the in-game stats (shown in the inventory), thus I'm quite confident about the accuracy of the damage formulae:

Fast attack: out_damage = base_damage + avg_weapon_damage * (1 + attack_bonuses)

Strong attack: out_damage = 1.833*(base_damage + avg_weapon_damage*(1 + attack_bonuses))

  • Base damage = 77 at level >= 50
  • Attack bonuses are comprehensive of gear stats, weapon stats, potions, decoctions, oils, grindstone, mutagens, euphoria, skills, adrenaline points.
  • Critical damage bonus is additive to the other attack bonuses.
  • Rend, invigoration and Grandmaster feline gear bonus (the one on fast attacks) are multiplicative

However I have some problems with the damage that appears on screen when hitting an enemy.

First of all, I think that these numbers are the output damage from the above formulae. Indeed they are different from the actually dealt damage, which depends on the enemy armor and resistences:

Dealt_damage = (out_damage - armor)(1 - res)

Being that said, what is the problem? Well, the numbers seem to be much greater than the damage reported in the stats. And the difference increases with the attack bonus (AB)! For example, considering only fast attacks with a steel sword against human enemies, 0 adrenaline points:

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  • Base (no armor, no skills, no potions, no oils, no mutagens): average damage = 882, stats damage = 881 (+1 at 0AB)
  • GM legendary feline armor (no skills, no potions): average damage = 1633, stats damage = 1564 (+69 at 85AB)
  • Armor, 9 combat skills, cat school tech, 4 red mutagens (no alchemy skills, no potions): average damage = 3191, stats damage = 2971 (+220 at 260AB)
  • Amor, 9 combat skills, cat school tech, 4 red mutagens, tolerance skills, euphoria, ekimmara decoction (no sinergy): average damage = 4007, stats damage = 3394 (+613 at 313AB)
  • Amor, 9 combat skills, cat school tech, 4 red mutagens, tolerance skills, euphoria, ekimmara, ekidhna decoctions (no sinergy): average damage = 4724, stats damage = 3816 (+908 at 365AB)
  • Amor, 9 combat skills, cat school tech, 4 red mutagens, tolerance skills, euphoria, ekimmara, ekidhna, water hag decoctions (no sinergy): average damage = 6353, stats damage = 4640 (+1713 at 468AB)

I'm not considering sinergy because it seems to be bugged (on PS4): it provides 45% extra attack bonus instead of +65% because its effect is not applied on the mutagens themselves, but only on the linked skills. Thus -5% per mutagen = -20%.

You can see that the base situation is what one would expect. With armor and skills equipped the difference becomes noticeable, but still ok (maybe 10 hits are not enough the get a correct average). However when euphoria and the decoctions kick in, the damage explodes: +1700 of "free" fast attack damage with 3 decoctions!

I have 3 hypothesis to describe this behaviour:

  1. The extra damage is determined by a curve: the higher the attack bonus, the non-linearly higher the extra damage is. Anyway, usually games go in the opposite direction and try to avoid damage explosions at high levels.
  2. The output damage is calculated as follows: output_damage = (base_dmg + avg_weapon_dmg)*(1 + attack_bonus*8.04) . Despite leading to the combat damage numbers, this formula collides to the stats shown in the stats page, thus I'm not a big fan of it.

Do you have some ideas (something from the game files maybe)?

I know that after 5 years this post may be ignored, but I hope someone could help my curiosity.

Source: Original link


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