I'm going to need you to come in on Saturday.
One of the features I'm really excited to share is the combat summary. Post combat, you'll be able to see which characters tanked the most and dealt the most damage. It's broken down by action too.
Damage Summary:
The damage summary shows how much damage each action deals. Its color coded by character so you can see who had the most impact. There's also a lot of edge cases that I tried to capture such as damage dealt by summons or statuses inflicted by actions. This summary captures:
Damage dealt by summons. When a summon uses an action to attack an enemy, there's a lineage all the way back to the action that summoned it.
Damage taken by summons. You'll be able to see how much damage your summons soaked up. Its all summarized into the action that summoned it.
Damage tanked and dealt by the "Summon Skeletons" action during all rounds.
Damage done by statuses. Actions may apply poison or bleeding or spawn projectiles that go and damage the enemies. Like summons, their origins are tracked and reflected in the report.
Example of a status
This captures damage done by the initial attack and the damage taken from the 'slimed' status afterwards.
Healing done.
Party & Character Summary
There's also a full summary that condenses all the action logs into just the character.
With these I hope players will be able to make sense of the chaos that happens during the fight. I expect there's a few edge cases that aren't fully captured-statuses like slimed deal damage per stack, and you can gain stacks from multiple sources. And some effects that double damage aren't visualized since it's a separate action dealing the damage.
In Diablo 3, they added a UI element that tells you approximately how much stronger/weaker you get by equipping this item. The high level players know this doesn't give you the nuance for end game builds. But for 95% of gameplay, I think this gave players the feedback which made the character building a lot more streamlined.
It's not going to capture everything, players are still going to need to think a little as to how the items and equipment interact. But hopefully it gives players some feedback to how their run is going.
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