A missed opportunity for a lot of the RPG games out there is the fact we do the same damage regardless if we are in perfect health or near death. This is an easy interaction to incorporate into the game and will give the game a more realistic feel. Additionally potentially giving some benefit to those that like to invest in toughness/recovery rather than pure DPS. Which will slightly tilt the game meta away from DPS.
Here is what I'm thinking.
Seems like the floaty numbers are based on every half a second in this game. So I propose.
The damage that is dealt during each half second is modified by the below parameters.
If HP is at 100% (perfect health, probably with help of shield bubble) at the beginning of that half second, DPS is calculated at 110%
If HP is >75% at the beginning of that half second, DPS is calculated at 100%.
If HP is >50% at the beginning of that half second, DPS is calculated at 90%
if HP is >25% at the beginning of that half second, DPS is calculated at 80%
if HP is <25% at the beginning of that half second, DPS is calculated at 60%
Now there is a DPS reason to not just keep your HP at a tick above OHKO. Also introduce a more intricate relationship between DPS and toughness/recovery. Additionally this opens the door for future skills that can counteract the weakening effect of being close to death.
Here is what I'm thinking.
Seems like the floaty numbers are based on every half a second in this game. So I propose.
The damage that is dealt during each half second is modified by the below parameters.
If HP is at 100% (perfect health, probably with help of shield bubble) at the beginning of that half second, DPS is calculated at 110%
If HP is >75% at the beginning of that half second, DPS is calculated at 100%.
If HP is >50% at the beginning of that half second, DPS is calculated at 90%
if HP is >25% at the beginning of that half second, DPS is calculated at 80%
if HP is <25% at the beginning of that half second, DPS is calculated at 60%
Now there is a DPS reason to not just keep your HP at a tick above OHKO. Also introduce a more intricate relationship between DPS and toughness/recovery. Additionally this opens the door for future skills that can counteract the weakening effect of being close to death.
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