Stat squish?

Lol just hide the zeros. Simples.

1 Like

What happens behind the scenes does matter though, the servers take longer to process 12-digit numbers than 5-digit ones, not much, but with all the spells, procs, and stuff going on all the time (If anything, the game could use a proc-squish), that adds up, and poses a way bigger problem than a few players going “Big numbers make my brain hurt”, that can be fixed by truncating numbers, displaying “514K” instead of “514,486”, for instance.

They don’t for at least 30 years. This was a relic from back when FPUs weren’t common in CPUs. Nowadays floating-point calculations are equally fast as integer-point ones.

The only question I haven’t yet found a definite answer is if the position of the most important bit in calculations still plays an important role, ie. if adding 1.1+1.1 is faster than 11111.1+11111.1. Some answers say it doesn’t while some say it matters on architecture.

-=EDIT=-

Yep, this I wholeheartidly agree with. If anything, removing just 1 step from each calculation is massive performance improvement over any could be provided by using smaller numbers.

Or perhaps go back to what it used to be. With crits baked into abilities and snap shotting instead of all this on the fly calculation fiasco for every person in raid on each ability based on what is active constantly and updated when it drops or a trinket is used.

1 Like

While on the topic of stat squish…

Maybe the game should introduce a new currency “platinum”.

100 gold pieces = one platinum.

Scrap that… 1000

Gold lost it’s prestige completely, anything under 100k is complete chump change.

I’m not a fan of stat squishes, always messes things up.

Specially for old content, which all of a sudden isn’t soloable anymore and needs months of fixing. :dracthyr_nervous_animated:

1 Like

That’s not how things work. 100 damage at level 10 is going to take the same time as 1000000 damage at level 80.

Numbers are fixed length. If an 64 bit unsigned integer is used it doesn’t matter if the number is 100 or 1,000,000 it still takes the same time to perform any calculation.

However when it’s converted to a string then yes it would take longer to process however that would be done on the client and is nothing on modern systems. Clicking on a UI button would probably take for far longer to process.

That’s a Blizzards problem and usually the result of an automation not taking into account some obscure work around use back in the day.

Then what do you do when platinum gets too big. Introduce palladium.

The gold thing is an easy fix, dont give out as much. They’ve curbed it quite a bit, there’s not so much given out by actiivtes in the last few expansions.

As a player on the low end of the “wealth” spectrum, I already am poor enough to not support this :yum:

Besides, the game internally doesn’t have gold, silver and copper. It has one variable. From that variable the 2 least significant digits (ie. the 2 rightmost ones) appear as Copper to us, then the next 2 least significant ones (3rd and 4th from the right) appear as Silver and the rest as Gold. A new currency wouldn’t be an actual squish, it would be a presentation change.

Another stat squish is indeed needed, but I think it’s high time that Blizzard considered a real countermeasure to this, because it’s incredibly annoying and ruins the illusion of progression across expansions, which is more important than ever when we have a trilogy on our hands.

The way to solve this is to dig out the old skill system and… “abuse it” a little bit.

Instead of scaling the stats on the items so harshly, scale instead using the relative levels of mobs and various player skills. Player skills can be set using gear or various other items that are gathered at the same rate and from the same activities as getting the gear, with bonuses provided from reputations.

When the player sees item level 600 on you and item level 610 on an enemy (which you can now see instead of the skull), it can reduce your damage by 30%, increase the damage of the enemy by 30%, and make CC lasts 30% less. The exact curve can be worked out from experimentation, and of course numbers should still go up, but now they can go up LINEARALY instead of exponentially, and that means the numbers won’t explode into the millions - or even billions of they don’t do a squish before the end of this trilogy.

For PvP, you just turn this off. xD

This is how vanilla did it, but it used a lot more RNG. We don’t have to do that part, but the actual way of ensuring numbers don’t scale to gazillions is solid.

Ruins mog and mount farming :dracthyr_uwahh_animated:

2 Likes

I think i saw something with metzen on youtube and they were saying stat squish will happen again.But first numbers will go up.

It was in an interview with Ion (Game Director) in the runup to TWW - where he said that he thought it would likely be needed for the launch of midnight.

2 Likes

i feel like squish is already confirmed for midnight

1 Like

Woah only a few hours to go!

Go farm your mounts before it’s too late!

1 Like

A funny joke that’s new here :joy::joy:

I know its unavoidable and that it theoretically does not change anything (after they get it right, because so far they never did at first try), but still after getting used to these huge crits and x.yz milion overalls, it does feel like to me like we have progressed backwards when I suddenly see lot smaller numbers all around.

I usually just shorthand them.
Like 2.4k - 1.4k. I omit the rest, since 52 agi hardly matters at this point.
For hps we already usually just jay 10.3m, instead of the whole number.
Boss hp is also on my ui shown as 7.33B and it only switches to millions when its below 1B.

Ion has mentioned stats squish for midnight if i am not mistaken.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.