## Mob Damage Display

### Mob Damage Display

Is there a command in the client that allows you to see the damage that is being done to a mob that you are attacking, such as a percentage from 100 - 0%, which would represent damage amount until death.

### Re: Mob Damage Display

Mudlet doesn't know this, your MUD would. I'm afraid you've asked on the wrong forum?

### Re: Mob Damage Display

I'm replying to this thread not for the OP's sake, because he probably will never see this, but if he does, that's cool to! I'm replying for anyone interested in this idea.

You -can- get damage display, with some work. I did this on Lusternia, where my damage was 100% consistent. I'll tell you how I did it.

First, I had to decide on a baseline for my damage. I went with my strongest attack first. I did this on a monk, so I used my kick. I'll use the exact ratio's I picked for anyone who wishes to try it out. I decided to say that my kick did 2 damage. YES, you can pick ANYTHING you want, you could say your kick did 1000000 damage, it wouldn't matter at this point! What comes next is the most important part. You have to determine the relative damage of your other moves in comparison to your baseline.

Okay, so my kick is 2 damage, decided by me. I count how many hits it takes to kill a target (several hits is best for higher accuracy). Let's say it took 10 kicks to kill a target, so the target has ~20 health because my kicks do 2 damage and 2 * 10 is 20. I've now determined about how much health the target has! After that, I have to get all of my other moves and determine relative damage. So, I do my punch next. I find that it takes 20 punches to kill the target. That tells me my punch is about half the damage of my kick, if not exactly half. So, I say that my punch does 1 damage since it takes twice as many as the kick.

Now, as a monk on Lusternia you can also use weapons. Weapons come with varying stats, such as attack speed and damage. Your damage ratio for the weapon will change depending on the weapon you're using. I never developed an easy method to determine the damage directly from the stat. I eventually determined that my weapon's (a staff) damage was 1.04, about the same as my punch.

Okay, once you've determined the damage on all of your attacks, you can then record how much damage it takes to kill each mob. Pretty easy, right? The only problem with this is that in a group, if you have your damage display or maybe mob health triggered via the ratios you determined, it will only work for the damage you do, not them. Have fun implementing that! I never did.

Also, determining your ratios can take some work. I went through three different set's actually. The above ratios I gave were really the final product of my work. I'll show you the ratios I went through. Eventually I was able to kill targets with more health and slowly developed a higher accuracy.

Determining the ratio of your moves is useful for more than just finding mob health. It is also useful to determine what moves increase your damage done to mobs. Companies like IRE like to keep that crap a complete mystery.

Anyway, for those interested, I hope this was useful! Damage tracking has been useful for me in several ways, and for those who want it, there are ways to get it!

You -can- get damage display, with some work. I did this on Lusternia, where my damage was 100% consistent. I'll tell you how I did it.

First, I had to decide on a baseline for my damage. I went with my strongest attack first. I did this on a monk, so I used my kick. I'll use the exact ratio's I picked for anyone who wishes to try it out. I decided to say that my kick did 2 damage. YES, you can pick ANYTHING you want, you could say your kick did 1000000 damage, it wouldn't matter at this point! What comes next is the most important part. You have to determine the relative damage of your other moves in comparison to your baseline.

Okay, so my kick is 2 damage, decided by me. I count how many hits it takes to kill a target (several hits is best for higher accuracy). Let's say it took 10 kicks to kill a target, so the target has ~20 health because my kicks do 2 damage and 2 * 10 is 20. I've now determined about how much health the target has! After that, I have to get all of my other moves and determine relative damage. So, I do my punch next. I find that it takes 20 punches to kill the target. That tells me my punch is about half the damage of my kick, if not exactly half. So, I say that my punch does 1 damage since it takes twice as many as the kick.

Now, as a monk on Lusternia you can also use weapons. Weapons come with varying stats, such as attack speed and damage. Your damage ratio for the weapon will change depending on the weapon you're using. I never developed an easy method to determine the damage directly from the stat. I eventually determined that my weapon's (a staff) damage was 1.04, about the same as my punch.

Okay, once you've determined the damage on all of your attacks, you can then record how much damage it takes to kill each mob. Pretty easy, right? The only problem with this is that in a group, if you have your damage display or maybe mob health triggered via the ratios you determined, it will only work for the damage you do, not them. Have fun implementing that! I never did.

Also, determining your ratios can take some work. I went through three different set's actually. The above ratios I gave were really the final product of my work. I'll show you the ratios I went through. Eventually I was able to kill targets with more health and slowly developed a higher accuracy.

For those wondering, my tahto didn't change throughout the developing accuracy of my ratios.kick: 10

punch: 4.7

tahto: 5.4

Yeah, I decided to lower the damage baseline at this point. I prefer smaller numbers.

kick: 2

punch: 0.9

tahto: 1.1

kick: 2

punch: 1

tahto: 1.04

Determining the ratio of your moves is useful for more than just finding mob health. It is also useful to determine what moves increase your damage done to mobs. Companies like IRE like to keep that crap a complete mystery.

Anyway, for those interested, I hope this was useful! Damage tracking has been useful for me in several ways, and for those who want it, there are ways to get it!

### Re: Mob Damage Display

The other thing you'll find is that your attacks do the same amount of damage to other players fairly consistently. At least, they did the last time I tested it, which I admit was some time ago. Now obviously stats and artifacts and the like will adjust how much damage this is, but from that you can get an idea of how much health a mob has by counting how many low-damage attacks it takes to kill them. On Achaea, I went through and newbie kicked a couple of the low level bashing areas to put together some of my bashing scripts.

Though... I could just be an information junkie.

Though... I could just be an information junkie.

### Re: Mob Damage Display

Thanks for the input on that! You're right, on IRE games damage to players is consistent. I forgot about that. I don't do any PvP, although I have in the past. It's consistent so that players can develop reliable strategies, which is also why you can't crit in PvP (well, it's not like they'd let you get a world shattering if you COULD crit in PvP!).demonnic wrote:The other thing you'll find is that your attacks do the same amount of damage to other players fairly consistently. At least, they did the last time I tested it, which I admit was some time ago. Now obviously stats and artifacts and the like will adjust how much damage this is, but from that you can get an idea of how much health a mob has by counting how many low-damage attacks it takes to kill them. On Achaea, I went through and newbie kicked a couple of the low level bashing areas to put together some of my bashing scripts.

Though... I could just be an information junkie.

So, for players who can get somebody to help them test damage ratios (please remember to separate this from RP!), that works even better. I normally don't have buddies for that kind of testing, but I had fun developing the ratios through testing and experience anyway.

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