I would love that and a combat system which would support this kind of information. As it stands tho, it’s a videogame, and in the background, there will be a lot of very precise calculations going on. In a real swordfight, you don’t get ‘damage’ because there’s no such thing - weight, sharpness, length, material a weapon is made from, these are the things that matter because they severely affect how well does the weapon handle, and swordfight itself is inherently inprecise and unpredictable, just like pretty much everything you do in life.
Thing is, this doesn’t apply to a computer game. It would be fantastic if Warhorse managed such a system, and I would definitely love to see something more life-like, more organic than what most games offer. But if Warhorse can’t actually pull that off, and I don’t think they can, first thing all players caring about such things will do is, first, be annoyed that they don’t get precise information and then they’ll go and google ways to convert given values into ‘damage’, ‘speed’ and ‘DPS’. Because, in the background, there will most likely be a system to calculate these values. And the game will get criticized for not providing enough information. But if KC: D can pull of organic fights with chance and degree of unpredictability involved, that would be awesome.