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Mentales
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Color of numbers:

As you said the green color is used to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

Due to mixed types of values we can't say that green is used to mark values that change which is usually the case.

Value of numbers:

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.Because of the use of percentage on most skills there is not so many scalar values.

  • Some particular values are not in percentage and they have to scale with the player level to keep their usefulness on higher levels.Transcendence(monk) is one of those skills.Most likely these values are not in percentage to prevent their abuse and make them balanced in certain parts of the game depending on what point the blizzard thinks someone to be unbalanced...i still think they could be replaced by percentage in future.

Color of numbers:

As you said the green color is to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

Due to mixed types of values we can't say that green is used to mark values that change which is usually the case.

Value of numbers:

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.Because of the use of percentage on most skills there is not so many scalar values.

  • Some particular values are not in percentage and they have to scale with the player level to keep their usefulness on higher levels.Transcendence(monk) is one of those skills.Most likely these values are not in percentage to prevent their abuse and make them balanced in certain parts of the game depending on what point the blizzard thinks someone to be unbalanced...i still think they could be replaced by percentage in future.

Color of numbers:

As you said the green color is used to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

Due to mixed types of values we can't say that green is used to mark values that change which is usually the case.

Value of numbers:

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.Because of the use of percentage on most skills there is not so many scalar values.

  • Some particular values are not in percentage and they have to scale with the player level to keep their usefulness on higher levels.Transcendence(monk) is one of those skills.Most likely these values are not in percentage to prevent their abuse and make them balanced in certain parts of the game depending on what point the blizzard thinks someone to be unbalanced...i still think they could be replaced by percentage in future.

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Mentales
  • 14.4k
  • 5
  • 41
  • 70

Color of numbers:

As you said itthe green color is only to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

Due to mixed types of values we can't say that green is used to mark values that change which is usually the case.

Value of numbers:

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.Because of the use of percentage on most skills there is not so many scalar values.

  • Some particular values are not in percentage and they have to scale with the player level to keep their usefulness on higher levels.Transcendence(in intervalsmonk) is one of those skills.People keep mentioning it but I haven't seen any myself,and I don't see a need for themMost likely these values are not in percentage to scale basedprevent their abuse and make them balanced in certain parts of the game depending on D3 skill systemwhat point the blizzard thinks someone to be unbalanced...i still think they could be replaced by percentage in future.

Because of the use of percentage on most skills there is not so many variables and that is why numbers are green for "cosmetic" purpose instead of indicating the actual variable.

As you said it is only to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.

  • Some values scale with the player level(in intervals).People keep mentioning it but I haven't seen any myself,and I don't see a need for them to scale based on D3 skill system.

Because of the use of percentage on most skills there is not so many variables and that is why numbers are green for "cosmetic" purpose instead of indicating the actual variable.

Color of numbers:

As you said the green color is to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

Due to mixed types of values we can't say that green is used to mark values that change which is usually the case.

Value of numbers:

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.Because of the use of percentage on most skills there is not so many scalar values.

  • Some particular values are not in percentage and they have to scale with the player level to keep their usefulness on higher levels.Transcendence(monk) is one of those skills.Most likely these values are not in percentage to prevent their abuse and make them balanced in certain parts of the game depending on what point the blizzard thinks someone to be unbalanced...i still think they could be replaced by percentage in future.

added 688 characters in body
Source Link
Mentales
  • 14.4k
  • 5
  • 41
  • 70

As you said it is only to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.

  • Some values scale with the player level(in intervals).People keep mentioning it but I haven't seen any myself,and I don't see a need for them to scale based on D3 skill system.

Because of the use of percentage on most skills there is not so many variables and that is why numbers are green for "cosmetic" purpose instead of indicating the actual variable.

-There are rumors that some values scale with the player level,I didn't seen any myself,and I don't see a need for them to scale based on D3 skill system.

As you said it is only to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.

Because of the use of percentage on most skills there is not so many variables and that is why numbers are green for "cosmetic" purpose instead of indicating the actual variable.

-There are rumors that some values scale with the player level,I didn't seen any myself,and I don't see a need for them to scale based on D3 skill system.

As you said it is only to make them stand out, you mostly remember what your skill does but there are many occasion you want to recheck some of the values, one of them often being skill damage comparison.

  • Some of the values change by using runestones,but note that some skills completely change the way they work,so adding runestones actually changes the text along with the numbers.

  • Some values are constant during the whole game like some cooldowns,stun duration,mana costs,number of hits...

  • In D3 many skills use weapon damage percentage instead of actual skill damage to balance the game between melee and magic classes as they gather better and better equipment and progress levels.

  • Some values scale with the player level(in intervals).People keep mentioning it but I haven't seen any myself,and I don't see a need for them to scale based on D3 skill system.

Because of the use of percentage on most skills there is not so many variables and that is why numbers are green for "cosmetic" purpose instead of indicating the actual variable.

added 688 characters in body
Source Link
Mentales
  • 14.4k
  • 5
  • 41
  • 70
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a bit stingy with the spacing there...
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user9983
user9983
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Source Link
Mentales
  • 14.4k
  • 5
  • 41
  • 70
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