So I've been compiling a list of feedback and bugs to report for the Beta, but I just wanted to quickly share this as a QoL suggestion.
Cooldown Reduction, Resource Cost Reduction and +Skill% are all fantastic additions to the game, but I feel their benefits need more succinct representation in the UI. I really love that we can now view stat ranges on items when holding CTRL, so I thought, why not apply a similar function to Skill tooltips that shows their effective values. I made this quick mock-up as an example of how this display would function and what it would look like.
I feel this type of direct presentation makes those stats feel more tangible, while allowing for much more efficient theorycrafting.
This is such an obvious (and wonderful) idea, I have trouble commenting on it other than to say: Well, duh!
Could we also have it take into account +elemental damage? Cool, thanks.
I forgot to mention that! But yeah, +Elemental Skills% should be included.
from what i understand tooltips on skills are just "image" with fixed text, so to change it blizz will be forced to write scripts that gonna change how frames work, and then another scripts that gonna show actual stats\changes. But knowing Blizz - we not gonna see that implemented. Also there will be much more changes, if you remember that lots of healing skills now heal for X+healing potion % bonus
That's an amazing idea. I'd like to see implemented with some particular passives like Granadier and Ballistic for the DH. I want to know how much damage a skill would do after stacking up bonuses <.<
I think this is being done already on the PTR, to some small extent. In fact, I'm surprised overneathe, who has been on the beta, hasn't pointed it out here...
Here's how I know...this morning, I got on the PTR because I wanted to experiment a bit with a Barbarian "All Rage Skill" spec, with cooldown reduction allocated in Paragon Points, yadda yadda. Anyway...part of the build I put together involved equipping the Duty of the Clan rune on Call of the Ancients, which increases the duration the Ancients stay out. When I mouse over the skill on my active bar, with that rune equipped, the boosted 45 second duration appears as it is utilized in the game with the rune taken into account, as opposed to the, I think, 30 second duration on the standard skill on the PTR. On the current live game, the standard is 15 seconds, and it's boosted to 20 with the rune...but I'm almost positive it doesn't show that when mousing over the skill on the bar. Instead, like most skills, it shows both the standard skill information and the rune information, and the tooltip is really big.
The PTR does seem to have some amount of consolidation, but not all. It'd be really handy to mouse over a skill on my active bar, and see it updated with everything that affects it.
So...definitely getting on board with this change, whether it makes the changed text blue or stays green, I don't care. As long as the information updates, that's what's important.
What you describe is a direct impact of an activated skill (CotA) on another active spell's buff duration timer.
That is different from what this thread is about. It's a really issue, like maka said. Someone called it "hidden damage" in chat yesterday; a wizard can accumulate so much additional damage that doesn't show up anywhere, so you just have to guess by looking at the numbers.
I know that Blizzard doesn't want this game to turn into a theorycrafting festival of numbercrunching like WoW, but a bit more info would be nice.
I'm definitely in favor of this since a lot of my PTR builds have been based around collecting +% to skill or +% elemental damage affix items. The problem may be in the tech side of things. If the numbers in the advanced tooltips can't be changed on the fly, that system would have to be built, so it may be something they thought of but know their current UI can't make the connection.
I'm definitely in favor of this since a lot of my PTR builds have been based around collecting +% to skill or +% elemental damage affix items. The problem may be in the tech side of things. If the numbers in the advanced tooltips can't be changed on the fly, that system would have to be built, so it may be something they thought of but know their current UI can't make the connection.
Double thumbs up for this!
I guess they shouldn't have made the UI so rigid, then.
I also wish there was an option to make the advanced tooltips for the skills actually list the real damage #s instead of percentages.
Kind of like D2's skills. (ex: Fireball -- does 3,878 damage instead of Fireball -- does 250% weapon damage)
As a long time D2 player this has always bugged me a bit.
Because sometimes it's hard to quickly tell whats better without breaking down and doing the math.
Ex: plain weapon with 1,372 damage - or a weapon with only1,178 damage but has +19% damage to whatever skill is you main damage dealer.
It would be nice to have a weapon equiped then be able to look down on your skill bar and see "ok, my fireball does 2,000 damage" now i switch to this other weapon with less base damage but has +fireballdmg% and/or +firedmg% and you look down at you skill bar and see "ok cool, fireball now does 2,300 damage, i'll go with this!"
Same goes for other gear like Frostburn gauntlets. Would be nice to know which one actually makes my blizzard do more damage, the Yellow gloves with Crit &Crit Damage or the Frostburns with +30% colddmg.
I'm not saying it should be changed to this as a standard.... I just wish there was an option for folks like me who would prefer to see it this way is all
What you describe is a direct impact of an activated skill (CotA) on another active spell's buff duration timer.
That is different from what this thread is about. It's a really issue, like maka said. Someone called it "hidden damage" in chat yesterday; a wizard can accumulate so much additional damage that doesn't show up anywhere, so you just have to guess by looking at the numbers.
I know that Blizzard doesn't want this game to turn into a theorycrafting festival of numbercrunching like WoW, but a bit more info would be nice.
Well, the reason I mentioned it is that playing this game since launch, I don't remember ever seing any of the green values (that really seem like they should change) in skill tooltips (at the very least) change in any kind of way, regardless of whether it's the impact of an activated skill, or from gear being worn, or whatever.
So like I said, at least some kind of consolidating happens, but obviously, not nearly enough because of things like hidden damage...and like others said, like maka, with more items being worn to buff damage in different ways (and different amounts and types, like Splash Damage affix and Area Damage Paragon Points), more information in this regard is very useful. And I wouldn't consider that theorycrafting at all, it's just a matter of having a clearer picture of what items are actually doing for a person.
Especially since the game is doing that numbercrunching for people, it's even less theorycrafting then, I think, :-)
So I've been compiling a list of feedback and bugs to report for the Beta, but I just wanted to quickly share this as a QoL suggestion.
Cooldown Reduction, Resource Cost Reduction and +Skill% are all fantastic additions to the game, but I feel their benefits need more succinct representation in the UI. I really love that we can now view stat ranges on items when holding CTRL, so I thought, why not apply a similar function to Skill tooltips that shows their effective values. I made this quick mock-up as an example of how this display would function and what it would look like.
I feel this type of direct presentation makes those stats feel more tangible, while allowing for much more efficient theorycrafting.
Any thoughts on this? Or perhaps alternatives?
Edit: Dude, terrible spelling.
This is such an obvious (and wonderful) idea, I have trouble commenting on it other than to say: Well, duh!
Could we also have it take into account +elemental damage? Cool, thanks.
This is a great idea which i'm sure many of us have thought of, at some time. I'm surprised that it isn't the way the game works right now.
I don't think they can add it by ROS release... maybe in a future patch.
Agreed! There are so many oh duh ideas that escape the Diablo designers. I mentioned a bunch of very basic ones regarding the paragon UI system:
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/80037-paragon-2-0-ui-suggestions
10/10. Would look at pretty picture again.
Ha. Bagstone.
Thumbs up for the idea, real simple and effective, would definitely come in handy.
That's an amazing idea. I'd like to see implemented with some particular passives like Granadier and Ballistic for the DH. I want to know how much damage a skill would do after stacking up bonuses <.<
I think this is being done already on the PTR, to some small extent. In fact, I'm surprised overneathe, who has been on the beta, hasn't pointed it out here...
;-)
Here's how I know...this morning, I got on the PTR because I wanted to experiment a bit with a Barbarian "All Rage Skill" spec, with cooldown reduction allocated in Paragon Points, yadda yadda. Anyway...part of the build I put together involved equipping the Duty of the Clan rune on Call of the Ancients, which increases the duration the Ancients stay out. When I mouse over the skill on my active bar, with that rune equipped, the boosted 45 second duration appears as it is utilized in the game with the rune taken into account, as opposed to the, I think, 30 second duration on the standard skill on the PTR. On the current live game, the standard is 15 seconds, and it's boosted to 20 with the rune...but I'm almost positive it doesn't show that when mousing over the skill on the bar. Instead, like most skills, it shows both the standard skill information and the rune information, and the tooltip is really big.
The PTR does seem to have some amount of consolidation, but not all. It'd be really handy to mouse over a skill on my active bar, and see it updated with everything that affects it.
So...definitely getting on board with this change, whether it makes the changed text blue or stays green, I don't care. As long as the information updates, that's what's important.
What you describe is a direct impact of an activated skill (CotA) on another active spell's buff duration timer.
That is different from what this thread is about. It's a really issue, like maka said. Someone called it "hidden damage" in chat yesterday; a wizard can accumulate so much additional damage that doesn't show up anywhere, so you just have to guess by looking at the numbers.
I know that Blizzard doesn't want this game to turn into a theorycrafting festival of numbercrunching like WoW, but a bit more info would be nice.
I'm definitely in favor of this since a lot of my PTR builds have been based around collecting +% to skill or +% elemental damage affix items. The problem may be in the tech side of things. If the numbers in the advanced tooltips can't be changed on the fly, that system would have to be built, so it may be something they thought of but know their current UI can't make the connection.
Double thumbs up for this!
I also wish there was an option to make the advanced tooltips for the skills actually list the real damage #s instead of percentages.
Kind of like D2's skills. (ex: Fireball -- does 3,878 damage instead of Fireball -- does 250% weapon damage)
As a long time D2 player this has always bugged me a bit.
Because sometimes it's hard to quickly tell whats better without breaking down and doing the math.
Ex: plain weapon with 1,372 damage - or a weapon with only1,178 damage but has +19% damage to whatever skill is you main damage dealer.
It would be nice to have a weapon equiped then be able to look down on your skill bar and see "ok, my fireball does 2,000 damage" now i switch to this other weapon with less base damage but has +fireballdmg% and/or +firedmg% and you look down at you skill bar and see "ok cool, fireball now does 2,300 damage, i'll go with this!"
Same goes for other gear like Frostburn gauntlets. Would be nice to know which one actually makes my blizzard do more damage, the Yellow gloves with Crit &Crit Damage or the Frostburns with +30% colddmg.
I'm not saying it should be changed to this as a standard.... I just wish there was an option for folks like me who would prefer to see it this way is all
Well, the reason I mentioned it is that playing this game since launch, I don't remember ever seing any of the green values (that really seem like they should change) in skill tooltips (at the very least) change in any kind of way, regardless of whether it's the impact of an activated skill, or from gear being worn, or whatever.
So like I said, at least some kind of consolidating happens, but obviously, not nearly enough because of things like hidden damage...and like others said, like maka, with more items being worn to buff damage in different ways (and different amounts and types, like Splash Damage affix and Area Damage Paragon Points), more information in this regard is very useful. And I wouldn't consider that theorycrafting at all, it's just a matter of having a clearer picture of what items are actually doing for a person.
Especially since the game is doing that numbercrunching for people, it's even less theorycrafting then, I think, :-)
I'd like to see the actual damage instead of the weapon percentage, but I like your idea.It's something I've been suggesting for almost a year now.
Yes.. this would be very nice to have.
Muchawesome
Great idea
Such insight
Wow
They already implemented commas, so anything now is pretty easy for programmers haha!
Good suggestion, +1
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