It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
...is another thing that's sorely missing here.
You can't really tell when it's most efficient to quaff a potion or eat something edible giving you this and that much energy or health or whatever (+10, +120, +160, and so on) if there's no numerical value for your current stats visible anywhere.
Same with the experience progression bar from which you can't tell how many experience points you're still short of the next level up.

Some of the personality skills actually refer to numerical ranges for when and under what conditions their effects and bonuses kick in (0-20, 40-60, 80-100) instead of obscure and vague adjectives like "neutral cold".

Gothic's character sheet is leagues more informative in this regard when compared to Elex's.
avatar
Yigdboz: ...is another thing that's sorely missing here.
You can't really tell when it's most efficient to quaff a potion or eat something edible giving you this and that much energy or health or whatever (+10, +120, +160, and so on) if there's no numerical value for your current stats visible anywhere.
Same with the experience progression bar from which you can't tell how many experience points you're still short of the next level up.

Some of the personality skills actually refer to numerical ranges for when and under what conditions their effects and bonuses kick in (0-20, 40-60, 80-100) instead of obscure and vague adjectives like "neutral cold".

Gothic's character sheet is leagues more informative in this regard when compared to Elex's.
Ye that is a real issue, on the sheet you need more info from what you get now. got a helmet with +25 against poison and radiation seems it let you only walk like 2 or 3 meters in then it will kill ya anyways.. so ye even that is kinda useless and yes the numbers make mostly no sense to me even while i played already 31 hours.... :(. ok a little sense but overall its a no brainer :P. maybe we must fix the devs who made this maybe they are broken :P
This cannot be implemented soon enough.
Hope it makes the list of things to be added with the next patch. I want to see my numbers!
I had assumed they specifically chose not to implement it (since it's such an obvious thing to have).

There are still plenty of numerical values to play around with, so it's not as if they abandoned it completely. Not sure what they're thinking.

In regards to Poison Resistance, which I saw someone mention, I did a little testing and found out:
-The skill Poison Resistance I gives +25 Poison Resistance.
-25 Poison Resistance lowers incoming poison damage to 75%
-I then equipped a Protective Mask which also has +25 Poison Resistance (my comparison testing vs. the skill is what led me to realize how much poison resistance gives) for a total of 50 Poison Resistance, and the damage was lowered to 62.5%, which means PR has diminishing returns the higher it gets.

--EDIT: I don't know if it's changed or what but my testing now shows the skill Poison Resistance only reduces poison damage by 10%. Protective Mask still does 25% damage reduction, though. Together they additively reduce incoming poison damage by 35%. (I could swear this isn't how it worked a few days ago, haha)

Poison seems to do 5% damage per second (which means at higher levels you're actually taking MORE damage from it, oddly).

---EDIT2: Yep, did more testing. Berserker reduces poison damage by 10%, Poison Resistance skill rank 1 reduces it by 10% and the Protective Mask reduces it by 25%. They combine additively for 45% Poison Damage Reduction.
Post edited October 22, 2017 by bushwhacker2k
Shouldn't be that hard to list at least the most important values like HP, Mana resp. Energy, XP, Stamina and Armor Rating (basically everything you could see on Gothic's stats overview at a glance way back when), no? There's quite a bit of of unused space in the current character sheet that could be used for that.

If the bonuses (and maluses in case you're on stims for instance) from items, skills and attributes could be displayed in real time as well - now that would be something.
Post edited October 24, 2017 by Wertmann
avatar
Wertmann: Shouldn't be that hard to list at least the most important values like HP, Mana resp. Energy, XP, Stamina and Armor Rating (basically everything you could see on Gothic's stats overview at a glance way back when), no? There's quite a bit of of unused space in the current character sheet that could be used for that.

If the bonuses (and maluses in case you're on stims for instance) from items, skills and attributes could be displayed in real time as well - now that would be something.
I agree, it's a pretty radical decision to simply not show ANY of it.

It is interesting to note that you start with the same amount of HP (I don't remember how much MP you start with in these) as you do in Gothic 1, Gothic 2 and Risen 1, 40. (That's the conclusion I arrived at from testing, anyways).

You start with 50 Mana and if you're a Berserker (haven't tried Outlaw/Cleric yet) each level of the skill Mana adds 10 Mana. (Pretty sure)
avatar
bushwhacker2k: ---EDIT2: Yep, did more testing. Berserker reduces poison damage by 10%, Poison Resistance skill rank 1 reduces it by 10% and the Protective Mask reduces it by 25%. They combine additively for 45% Poison Damage Reduction.
Percentage reduction normaly are not added together but multiplied, Pseudocode:
for each reduction do: damage = damage * (1-reduction)

So your example 10%, 10% and 25% would be:
(1-0.1)*(1-0.1)*(1-0.25) = 0.9 * 0.9 * 0.75 = 0.6075 -> 39.25% combined damage reduction.

Otherwise it would be possible to go over 100% reduction, which should not happen.
Post edited October 24, 2017 by Berndulas
I think the far greater issue is that, according to some investigations by users in the official German forum (https://forum.worldofplayers.de/forum/forums/872-Elex-Diskussion), the whole system is BROKEN or counter-intuitive to say the least.

Some other source: https://www.reddit.com/r/elex/comments/782zto/some_concrete_info_on_skills_and_other_things/

- Some skills you can learn, e.g. "bookworm", simply have no effect
- Attributes have no effect other than fulfilling requirements to learn skills and equip weapons and armor. That means for instance that strength has no direct effect on your melee damage, dexterity not on the distance damage, constitution on the HP and intelligence on the mana. You simply can learn better skills and use better equipment. This clearly contradicts the text description in the attribute window of the adjutor!

In the forum the users discuss whether that (especially the second point) is a bug/oversight or a conscious design decision. Don't know which would be worse...
Post edited October 24, 2017 by ChrisSZ
avatar
bushwhacker2k: ---EDIT2: Yep, did more testing. Berserker reduces poison damage by 10%, Poison Resistance skill rank 1 reduces it by 10% and the Protective Mask reduces it by 25%. They combine additively for 45% Poison Damage Reduction.
avatar
Berndulas: Percentage reduction normaly are not added together but multiplied, Pseudocode:
for each reduction do: damage = damage * (1-reduction)

So your example 10%, 10% and 25% would be:
(1-0.1)*(1-0.1)*(1-0.25) = 0.9 * 0.9 * 0.75 = 0.6075 -> 39.25% combined damage reduction.

Otherwise it would be possible to go over 100% reduction, which should not happen.
Unless the skills and equipment in the game are set so that you can never get enough to do that.
avatar
ChrisSZ: - Some skills you can learn, e.g. "bookworm", simply have no effect
- Attributes have no effect other than fulfilling requirements to learn skills and equip weapons and armor. That means for instance that strength has no direct effect on your melee damage, dexterity not on the distance damage, constitution on the HP and intelligence on the mana. You simply can learn better skills and use better equipment. This clearly contradicts the text description in the attribute window of the adjutor!
Yepyep, that's been bugging me too.

I'm hoping for a patch that remedies some of this, if not hopefully an unofficial patch. (Maybe something that tells you how much life you have and how much damage you're taking/doing too)
Post edited October 24, 2017 by bushwhacker2k
Wow, didn't realize Reddit had so much more traffic on the topic of Elex, maybe I'm in the wrong place...
Must be extremely hard to implement subsequently, apparently.
Or they're just saving it for the very last patch, for whatever reason.
avatar
ThisIsFayne: Must be extremely hard to implement subsequently, apparently.
Or they're just saving it for the very last patch, for whatever reason.
A man with a vision