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So the Witcher would be great if you actually had any information on what your combat or items are doing relative to each other. Hasn't there been any place that has compiled all of the actual numbers behind Witcher 1?

Food--regenerates vitality---great !
Weapons --- deals damage based on style --- so informative !!
Ability 1 ---> +10% damage ! Ability 2 ---> +15% damage !! Do they stack on each other ??? WTF?!
Does food + drink regen stack? How would we ever know with the awesomely vague information !
How about potions ? Stack on each other? What are the limit to effects? Do I just craft for fun or could I one day make an informative decision for my aimless foraging ?
Bleeding --- loses HP over time --- Wow!!! Great !! Who the hell knows how good this is??
How much HP do monsters have anyway ?? What about their damage??

It seems you can have vidya game sex or an RPG, but you can't have both.
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keemt: [snip]
Don't know about the sequels, but this game focuses a bit more on the story and character interactions (both rather important to the 'RP' part of 'RPG') than on number-crunching. There might well be something like what you're looking for somewhere on the net, but if you're that concerned about tracking DPS and min-maxing and such, this game might not be for you (although I think Wild Hunt, at least, might offer more of these stats -- not sure about Assassins of Kings).
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keemt: [snip]
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HunchBluntley: Don't know about the sequels, but this game focuses a bit more on the story and character interactions (both rather important to the 'RP' part of 'RPG') than on number-crunching. There might well be something like what you're looking for somewhere on the net, but if you're that concerned about tracking DPS and min-maxing and such, this game might not be for you (although I think Wild Hunt, at least, might offer more of these stats -- not sure about Assassins of Kings).
Assassins of Kings definitely doesn't. I personally love that game, but "hardcore" Witcher cRPG fans hate it, mostly because it plays more like a 3rd person action-adventure and has a more action-y feel to the combat -- also, they see inventory management, with which I had no trouble at all, as a sign of the dreaded consolization of PC titles, which is by far the most serious offense Assassins of Kings makes to these people. Other than that, it's an awesome game with better and more character interactions than the first one, with way more "morally grey" individuals for you to meet, and fortunately they don't come across as morally grey for morally grey's sake, they sincerely seem like... people, with good and bad traits, that sometimes made better or worse choices during their lives.

But it is not, most definitely, a number-crunching game, in the veins of its predecessor. It's all about the *role playing* aspect of a *Role Playing* Game, not a math/statistics simulator.
Some information can be found on:
http://witcher.wikia.com/wiki/Witcher_Wiki

To answer some of your questions:
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keemt: Weapons --- deals damage based on style --- so informative !!
Only swords have this description, other weapons list their damage and for swords this is actually quite accurate. As chaining attacks increases the damage and is dependent on the fighting style, the basic sword damage can be found in the talent descriptions (strong/fast/group styles for steel/silver swords). As most of the time swords are your weapon of choice, you do not actually need to compare the raw damage values, just the %-damage modifiers of the swords and their other bonuses.
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keemt: Ability 1 ---> +10% damage ! Ability 2 ---> +15% damage !! Do they stack on each other ??? WTF?!
Unfortunately this depends on the ability. Strength 1 is replaced by Strength 2, which is replaced by Strength 3 and so on. The same is true for the other basic attribute and sign levels. Other abilities outside of the fighting styles should stack.
Fighting style talents only affect their respective attack sequence.
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keemt: Bleeding --- loses HP over time --- Wow!!! Great !! Who the hell knows how good this is??
I do not know how long the bleeding effect last, but while it lasts the enemy loses a certain percentage of his maximum life each second. While I do not know the percentage value, bleeding inflicts quite a lot of damage on tough enemies. It is bad against weak enemies and strong against tough enemies (unless immune/resistant to bleed), which makes it really good, in my opinion. Incineration/poison function the same way.