It didn't even take days, it took minutes because the sense of how fast you killed things didn't change at all. Unless you're reading off every tick of every spell every time damage is dealt, it's pretty much irrelevant visual noise that has no impact on gameplay.
There's also a small matter of server and client performance when you start making a lot of very big calculations.
Floating points will have comparison problems because they aren't precise. I actually haven't worked exclusively with double precisions, but for 32-bit floating points, it is a comparison nightmare. You have to implement a fixed-point comparison procedure which will slow things down extensively.
Per calculation maybe, but 20 people in a raid, each hitting the target several times a second (including dots, pets etc.), multiplied by the hundreds, if not thousands of raids occurring on the server at the same time; that negligible effect is increased by orders of magnitude very quickly.
Blah. I know what continuity means. It's you tossing around terms hoping it will serve as a point you're not able to illustrate otherwise.
It also doesn't make sense to make literally a single step and transition from a dry climate into a snowy landscape. It doesn't make sense to progress through several levels, do stuff and hear about some guy who used to be around, but is dead now, and then transition to a zone where everyone acts as if the guy was still alive. It doesn't make sense to die and just get right back up. It doesn't make sense to kill the baddest of the baddies and save the world on a weekly basis. Screw continuity, it's the most nonsensical and uninteresting thing ever to think of in an MMO.It doesn't make sense for a hero to wake up and suddenly start hitting / healing / whatever for less than yesterday, there's no reason for that.
No, because they both suck. Megadamage is unrelatable, percentages are unrelatable. Apart from the fact that the whole idea of something called "megadamage" is silly as fuck ... Anything that you have to "think around" doesn't connect in a visceral way. Percentages my ass. The cool thing was when you were hitting for 2400 and then you finally got your Arcanite Reaper and then it was boom, 3200. THAT's something you can tell right away, that's the stuff you feel good about. You can process the numbers while playing, casually, all the time, without paying attention even. That's a case with the game systems successfully communicating things to the player. In today's game, I couldn't even tell for sure how many digits we're at right now, that's how "whatever" the numbers have become.and there are ways to help tackle them in the UI ("megadamage" is one, displaying scaled percentages is another).
It gives you 21 extra bits over 32. That's going to last a long time, if they pay some attention (and after that, they can start losing accuracy after 53rd bit which nobody would feel - again, if they pay attention).
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How are percentages unrelatable when your entire argument in favor of squish would be that the percentages stayed the same and so it felt alright?
Incorrect. No matter the length of mantissa, the representation is not precise after a certain degree. This is implied by the design of the integral type and you can find the details in IEEE standards. You need to incorporate some sort of epsilon and do not compare equality, but almost-equality.
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The problem is not ability to achieve a comparison. You do not need to be seasoned for that. The problem is all "precise" comparison methods of floating point numbers in C++ are really slow.
Well first off, I never said that, that's not "my entire argument". That's just a given fact.
But anyways, It doesn't really matter if an enemy life bar says 365.000 or 85%, but it matters for your own damage numbers and the stat numbers on your gear. The smaller and more tangible the numbers are, the better players are able to connect to the game's systems.
No. If your numbers fit into 53-bits with the shared base (ie, we are talking about 53-bit integers), the comparisons are precise. It's when you start adding / multiplying / taking logarithms and whatnot that you can no longer assume that the results would be equal to the value computed with infinite precision.
That's a non-factor, frankly, there's rarely a need to compare numbers for equality in combat / in other areas in WoW, you mostly compare for which is greater and do operations.
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You just said in your first phrase that the percentages are relatable and so displaying "30%" on a hit would work and give you your small values which you care about so much. Just make that an option, done.