Show total damage on abilities

SecretAgentHulk··7 votes·3,463 views

Hey Riot,

I like knowing how much damage my abilities will do, and it's hard to figure out numerically. Right now on the tooltip there is no sum; the damage is listed as

flatAmount (+%AD) (+%AP) (+%otherScalingStat)

Where bold is orange/AD text, italics is green/AP text, and bolditalics is red/otherscaling text. With abilities like Jax's Leap Strike or Teemo's Toxic Shot, that have more than one source of damage, it is impossible to calculate in the heat of battle the damage that I can deal. I think it would be better to display it like so:

totalAmount (flatAmount +%AD +%AP +%otherScalingStat [explainScalingStat])


So, for example, Jax's Leap Strike would be displayed as:

ACTIVE: Jax leaps to target unit, dealing 150 physical damage (75 +4 +71) if the target is an enemy.

Teemo's Toxic Shot would display as:

PASSIVE: Teemo's basic attacks poison their target, dealing 16 magic damage (10 +6) on hit and an additional 33 magic damage (6 +2 per second) over 4 seconds.

Finally, Braum's Winter's Bite would display as:

ACTIVE: Braum propels ice from his shield that travels forward in a line, dealing 76 magic damage (60 +16 [2.5% maximum health]) to the first enemy hit, applying Concussive Blows and slowing them by 70%. The slow decays over 2 seconds.

ETA: Just looking for something like this: http://i.imgur.com/36olCGr.png

13 Comments

Hyrum Graff4 votes

I'd like to see the current tooltip, but with the total damage displayed right next to the mana cost (or the name of the ability)

SecretAgentHulk2 votes

Ooh, I like this!

TastyDragon2 votes

I disagree with this. Mostly because...

A) It's not that hard to ignore the single-digits (round down) B) It's nice to be able to see how much damage is being added from which stats, usually in the case of hybrid damage. C) There are resistances to take into account anyway, so that 500 damage that you think should kill that 499 health character probably won't kill them when reduced by 20-60%. D) Some abilities deal percent damages so you have to do your own damage calculations ANYWAY, some of which get even more difficult to do when it's based on missing or current health rather than max health.

And for future reference... Red is for health scaling. Blue (not that teal aqua whatever color) is for Mana scaling.

DryJuice1 votes

And for future reference... Red is for health scaling. Blue (not that teal aqua whatever color) is for Mana scaling.

If you're referring to the picture I posted, it is literally a screenshot from in-game that I took seconds before.

TastyDragon2 votes

If you're referring to the picture I posted, it is literally a screenshot from in-game that I took seconds before.

I was referring to OP labelling red text as "otherscaling" when it's been established that red means bonuses from health. And I felt the need to add in the fact that there's bonuses from mana in a couple select cases, since OP glossed over that.

SecretAgentHulk2 votes

I've addressed everything else in my reply to DryJuice (see also the Photochop I added to my original post), but while I did forget mana scaling, I was under the impression that red was indeed other scaling, since Lucian's ult has a red stat that scales off attack speed. In any case, it's immaterial.

DryJuice2 votes

I suppose if it wasn't too hard to implicate, it wouldn't be a worthless addition. But if you can't add 150 + 42 + 177 in your head, then how does that help calculate damage? Are you really looking at their HP, considering their HP regen, as well as their damage mitigation from armor/mr? What about their ability to shield/heal/lifesteal? Your physical/magic pen, minion damage, etc. That's just for one of your abilities. If you're Teemo you also have to gauge your auto attack damage. That's just for one spell. There are tens of factors you have to take into consideration within a few seconds in the situation you painted.

You have a point that it should be in game, but I still argue that it wouldn't be utilized as much as you would think. The visual feedback of your damage indicators and their HP falling give a much better feedback to the fast paced speed of the game itself. Most players, at least the wide variety that I have watched play and have had conversations with do not do these micro-calculations. Instead, they rely on their game knowledge and the feel of the game.

Source: Plat III on two accounts. I've been playing the game for 3-4 years and have never thought about the incredibly small calculations in the middle of playing.

Ironclad Dragon2 votes

YES. YES PLEASE.

Nucleophilic atk2 votes

I just want to see, "this button does 500 damage" because no one has time for math in games.

SecretAgentHulk1 votes

Hey downvoters, I'd really love to know what you dislike about this. What can I do better, if the problem is with me?

DryJuice1 votes

It really isn't hard to add a few sums together.

Also, the damage you calculate you will deal still has to go through their resistances so calculation really isn't optimal in game... Outside of game you can take the extra fraction of a second to add 2 or 3 sums together. Gameplay is fast paced and adding a stat like this will simply be ignored by players. Also, the implication of this would be that every champion has to have some new coding to make it display like this. That's at least 4-5 per champion for something that would be helpful to maybe 10% of the league community.

Something like this wouldn't drastically benefit players.

SecretAgentHulk2 votes

Imma take these one by one for clarity. I hope I don't come off like a dick because I'm truly not trying to be one.

It really isn't hard to add a few sums together.

Depends. Adding sums like 150 + 42 + 177 (pretty easy stats to get on Leap Strike) is not easy for me, especially if I just want to guesstimate if I'll be able to finish someone, or if my Teemo poison will kill them while I'm running away, or just brag to my duo buddy how OP I am. :P

Also, the damage you calculate you will deal still has to go through their resistances so calculation really isn't optimal in game...

True, but you'd have to do that anyway even if you add. It's a moot point.

... Gameplay is fast paced and adding a stat like this will simply be ignored by players.

I disagree. Otherwise, why put the amount of damage in at all? If anything, I'd much rather know simply the total damage and what stat scales rather than how much each stat is contributing to an unshown total. Surely I'm not alone?

Also, the implication of this would be that every champion has to have some new coding to make it display like this. That's at least 4-5 per champion for something that would be helpful to maybe 10% of the league community.

I would hope not. I only know very basic programming, but I would think that they would use a hypothetical

DisplayText(stringOne, baseDamage, apDamage, adDamage, otherDamage, stringTwo)

which would only need to be changed globally to

DisplayText(stringOne, baseDamage+apDamage+adDamage+otherDamage, baseDamage, apDamage, adDamage, otherDamage, stringTwo)

Even if it's not, it can't take more than a few hours to make such a onetime change, and any versioning system makes rolling it back trivial. They're already updating half the character models for the new Rift; it's not like they don't spend time on small, meaningful changes. (Though whether it's meaningful is up for debate.)

Something like this wouldn't drastically benefit players.

I think that all things being equal (i.e. if Riot was developing from scratch instead of modifying their existing scheme), I can't come up with any good reason why total damage shouldn't be displayed, and a bunch of good ones why it should.

Anyway, thanks for commenting. Four downvotes in an hour without any explanation is disheartening. Thanks for taking the time to say what you disagreed with.

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