@Viss @grumpygamer No shit, Sherlock!? 😄 (Had to say that, but don't want to be offensive, just kidding.)
I think the long form of the question is, that you don't want it to matter in a game in which order you apply the skills when playing. That said, the question is, which raise in damage does the player expect having both skills? Hence the poll.
@grumpygamer
As a player I want *more* so I'd expect/hope for the second thing. But that can easily become unbalanced.
So I would make it clear to the player: say that the skill does "2 * base damage" or "2 * total damage", depending on which you choose.
@tylermullins @grumpygamer There is one exception that comes to mind; the very few games that apply reduction modifiers (i.e. "Attacker's Attack - Defender's Defense") *after* the multiplication factor on the Attacker's Attack.
But that...generally leads to an even wider possible damage spread, and...likely means the flat bonuses aren't worth it at all.
@grumpygamer i definitely *expect* 205. i *hope for* 210.
this is the “hey dm, how do these buffs stack?” of d&d applied to video games.
occasionally (rarely) i’ve seen this actually be an order-of-operations thing, in both cases. add +5 first (as the player), congrats!, you win 210 for smartly stacking your buffs
@grumpygamer either you have to worry about add/multiply ordering forever (and hold on to all your modifiers and recalc every time, which you might want to do anyway) or you write a value class that keeps a running adds/multipliers like this one I wrote after asking this question:
https://gist.github.com/bowlercaptain/d5a9307c8a2e1cd7a0b8d052a3a4e9e8
Might not be your language but you can steal my math if you like; this gives you "210" no matter the order you stack the mods in.
Depends on where the calculation takes place.
The game can say doubles your total damage, or adds to base damage.
@grumpygamer If x2 is on toggle, you'd expect double the sum of any buffs applied before or after activation.
If x2 is a triggered event that expires after a period of time, it would depend on the description of the ability. "Double all damage." reads as multiplying after. "Double current" does not.
You've written the question in a way where people are reading it as a series of operations. In game people are going to be thinking about combo-ing abilities with persistent effects.
@grumpygamer Another vote here for "+5 base damage" in the description, to clear up ambiguity.
But ultimately I reckon you're deciding between prioritising accessibility (keep the words simple and do whatever works best for balance) or strategic play (spell out everything always).
@grumpygamer depends on the order your jokers are in? 😉
I think in a power fantasy the multiplication should happen last. And if it doesn't because of power creep or something it should be obscured because "200 damage! 5 damage!" shown back to back looks silly. Heh
PEMDAS
@grumpygamer depends on the order of gaining the bonus? If I pickup a "double your damage" item an then a "+5 damage" item: 205
And it drives me crazy when games don't respect order of pickup 🙃
@grumpygamer
Both are valid—as a player, I'd expect further explanation of how each buff works mechanically. Something parenthetical would suffice: "+5 damage (not affected by multipliers)" / "2x base damage (does not increase other buffs)."
As a *player*, I generally love it when my buffs combine with each other in cool ways. I'd only ask that the resulting gameplay be adequately balanced to compensate.
(All that said, as your post is written, and without elaboration, I'd expect 210 damage) 😊

@grumpygamer I like the Balatro system, you add all the base values, add all the multiplier, then do base x multiplier.
The numbers go up, it's fun, your target numbers increase accordingly, which means that you can't be satisfied with your build, you have to keep upgrading and optimizing.
With a multiplier first, then bonus, you have a more linear increase, so a good build could last you a few levels, which would be a bit boring.
@eniko @grumpygamer I'd like it to be 210 but I wouldn't be disappointed (much) if the rule was simply [base damage] × [base multiplier] + [bonus].
Without putting on my +3 Helm of FORTRAN and defining history-based or lore-based priorities for order of operation, either ([base] + [bonus]) × [multiplier] or [base] × [multiplier] + [bonus] are reasonable. The former is good if you keep additive bonuses low so they scale as you get better multipliers - that +3 Helm of FORTRAN stays relevant longer. If you want players to chase better gear and macguffins, leveling up that +3 to +30 to +300 and adding the bonus to the multiplied base stat is good.
As a non game-dev but as a system modeler, I'd advocate for using the damage calculation to reinforce what sort of gameplay you're trying to achieve and set player expectations accordingly (a clear and consistent rule, an opaque metagame for dedicated accounting nerds to decipher, etc.) More damage is always better, as long as it's going out and not coming in :)
@grumpygamer “expect" is a strong word. You can do more with a skill if it it interacts with other skills, so I chose 210. But in the end I just expect it to be consistent. Like, + are always applied first, then *. If * is applied first, I'd expect it to say “base damage" not just "damage”.
It gets interesting when you have double damage and +20%. Which one applies first? The game has to somehow give the player the ability to predict/control which one it will be. And not “order of equipping”.
@grumpygamer it really depends on the wording of the modifiers.
Without extra context I'd assume double damage works like a critical hit, where I expect the final damage to be doubled, i.e. 210.
Otherwise I would specify it as doubling the base damage. Or otherwise denoting that the +5 is added afterwards.
The important part is the wording as it shapes the expectation.
@grumpygamer If I had to set a formula I would go with a split of base damage and total damage.
Output = ((weapon damage + base addition) * base multiplier + total addition) * total multiplier
It does mean addition goes first.
@grumpygamer I'm getting this horrible mental image of a game mechanic where the player would get to decide by dropping the upgrades into a flowchart, trying to maximize the positive effect and minimize the negative ones.
(At least I assume it would be horrible.)