Uhm… yes, okay, sure. But most numbers require the same amount of computation - and many of them are created by procs, which require computation twice. First to see if they appear, then again to see what they do.
But yeah, sure - there’s a bunch of procs that aren’t numbers so you’re not wrong, but it’s also nice to see it visualized just how crazy it is, even if it doesn’t catch everything. Everybody already knows about the number of icons on the buff displays - no need to go through that again.
Big misconception.
Sure, I was one of the people who asked for talent trees, but I didn’t ask to have 3 of them active simultaneously or to pay 1-2 points per talents. The last time we had a system like this, we had either half the talents or a cost of 3-5 points per talent.
Furthermore, a lot of the talents are what I’m sure they like to call “interesting”, in that they do some kind of proc. But back in the day, most of the talents were flat buff to something. It was a power gain and it changed how you played, but it wasn’t a proc.
It would be talents like Lonely Winter or Wintertide, and each of those would have been 5 points, or 10 levels worth of talents, as opposed to now where that’s 3 levels worth of talents and we have more talent points.
Talents like Thermal Void would have been “Icy Veins duration is increased by 5 sec.” and that whole last part with Ice Lances against frozen targets extending it just wouldn’t have been there at all.
There were a couple of talents here or there would caused some sort of procs, but most of them were just lower mana cost or higher damage or shorter cast time or more armor etc. etc.
Depends on the bit width of the processor. Given we all use 64-bit these days, as long as the number can be represented accurately enough in 64 bits, we’re good.
I think Blizzard might have switched to double precision floats on the server side (still ints on our side) to do all their smooth scaling, in which case errors can very easily accumulate at just 10 digits in the mantissa. A single calculation will almost always be wrong by the 16th position. So I think they’re actively trying to avoid billions because I think that’s the point where they worry about losing precision.
It’s okay for bosses with dozens of people hitting them. Nobody can tell. But for a player? Ehhh, not too good.