Now with the new gump in place (and also seems working fine), I'm making the item comparison.
Here I need some ideas in order to make it simple without puking around senseless numbers
The first thing I've done has been transforming the basic damage info from the character sheet in DPS, since the DPS is much easier to understand than x-y damage.
With the DPS in place with weapons was easy to compare the current one with the new one and get this:
This should easily give the idea of what the number is without write "Change by ...", red for negative, green for positive and gray for 0.
Now to the hardest part: what to compare?
Basically compare everything can be done, but it uses too much resources so I don't think it's a good idea...
I think would be wise to do something like diablo:
as you can see it has just 3 values: life, damage and protection.
So the damage is good as done, the protection can be done like this:
Compare all the resistances with the same slot equipped and obtain a real total resist that you will gain by equipping the item, then make it in percent.
For example, if we gain a +20 total resist from a piece, we know that is a +~6% over a total of 350 (the max)
Then we can have an highlight on every single res so you can see what changes:
Or I can add a space under the properties and show Damage and Protection just like diablo (and keep highlight the res improvements obviously)
So, now it's your turn, what do you wish to see?
Here I need some ideas in order to make it simple without puking around senseless numbers
The first thing I've done has been transforming the basic damage info from the character sheet in DPS, since the DPS is much easier to understand than x-y damage.
With the DPS in place with weapons was easy to compare the current one with the new one and get this:

This should easily give the idea of what the number is without write "Change by ...", red for negative, green for positive and gray for 0.
Now to the hardest part: what to compare?
Basically compare everything can be done, but it uses too much resources so I don't think it's a good idea...
I think would be wise to do something like diablo:

as you can see it has just 3 values: life, damage and protection.
So the damage is good as done, the protection can be done like this:
Compare all the resistances with the same slot equipped and obtain a real total resist that you will gain by equipping the item, then make it in percent.
For example, if we gain a +20 total resist from a piece, we know that is a +~6% over a total of 350 (the max)
Then we can have an highlight on every single res so you can see what changes:

Or I can add a space under the properties and show Damage and Protection just like diablo (and keep highlight the res improvements obviously)
So, now it's your turn, what do you wish to see?