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  • AtlasVsAxis
    Original poster 1 posts

    Howdy folks -- I was looking for an easy answer to this question, and my google-fu wasn't strong enough, so I worked it out.

    The Question:
    What do my negative damage numbers in the post-mission summary mean?

    Short answer:
    Add your negative damage to (2^32-1), or 4295M, to get your real damage number. Example: if you show -1000 damage in the post-game report, you've really done 3295M damage. That's it.

    Longer answer, pasted from my clan's Discord:
    The reason for this, if you're interested, is signed two's-complement integers. You can google it for details, but here's an 8-bit example; it helps if you can already count in binary:
    001 = 0000 0001
    002 = 0000 0010 
    003 = 0000 0011
    ...
    125 = 0111 1101
    126 = 0111 1110 
    127 = 0111 1111

    After that something interesting happens; if you add 1 to 127, you get... -128. 
    This is because two's complement represents negative numbers with that left-most bit as a 1, but if you don't handle the numbers right, incrementing in binary by +1 rolls over. To continue, imagine that you keep incrementing in binary from +127:
    +127  = 0111 1111
    -128 = 1000 0000
    -127 = 1000 0001 
    -126 = 1000 0010
    -125 = 1000 0011
    When you goof up and treat a 32-bit unsigned integer as a signed integer on a AAA title, your damage numbers roll over after 2^31-1, the same way they did for our unsigned integer after 2^7-1. 

    The underlying system increments in pure binary, and the display system interprets it as a signed integer. Wacky.

    If they fixed the bug, your max damage would be 2^32-1, or 4.295B. This is made even more hilarious by the fact that it's one, single, solitary number the system has to store. If they did it right, it would probably be a 64-bit unsigned integer; the difference between this and the 32-bit (un)signed integer is a doubling of size, or, ballpark, 7.27 * 10^-8% of the overall memory footprint. 1 part in 1.375 billion of those bytes in your RAM.

    Do what the internet does: (https://meta.wikimedia.org/wiki/Cunningham%27s_Law#:~:text=Cunningham's%20Law%20states%20%22the%20best,known%20demonstration%20of%20this%20law.), if you have feedback!

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  • dagrommit
    894 posts

    Yes, this has been the working theory among the community since the WoNY release. TL;DR - numbers got too big.

  • As1r0nimo
    344 posts

    The numbers you are looking at in mission review has a container, that can display only a certain value. Basically, it's a coding problem. Since in WoNY we have millions of damage, the final stat goes too big, so you see the top possible value in this container (tecnically, it can be a negative value, but it's still the highest number, that can be displayed).

    From gameplay perspective, if you are in a party and managed to get to the highest possible displayed value, aka got negative number, you did a lot of damage.

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