dpeg wrote:Personally, I think it's way too technical. I really don't want to encourage players to add numbers. Several times during a battle. In this case, they're even asked to contemplate expected values and variance.
This is why I suggested "Azure Jelly (136)" in the monster list. It is much coarser information, but that's exactly my goal.
I think that would be very confusing, as you can easily see from the messages that the jelly attacks multiple times. So 136 would suggest that this is the damage for one attack. If the player realizes that it is not, than she is encouraged to *divide* the damage by the number of attacks to get a better estimate.
I think the less information is displayed the more players are encouraged to do complex calculations - because it is *good* to know this information, no matter what you display in the monster description, and if you encode it in any way, than it's simply encouraged to decode it.
By the same logic I think that modifying the displayed damage based on players stat like GDR and resistances would be very bad. That would simply encourage to calculate the amount of cold damage a jelly does by removing ring of cold resistance and check the damage again.
I still think at least an option would be good to display sequell's damage numbers. I use sequell frequently and I have never "calculated" expected values and variances, I have no idea why it would be useful - I'm generally interested about the threat level -that is, roughly comparing the damage numbers to my hp.