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6 years ago
"nabokovfan;c-1926484" wrote:"Waqui;c-1926240" wrote:"nabokovfan;d-210273" wrote:
#2: you cannot include the characters whose health value is changing in the calculation for what the average is.
Why not? The average before equalization is the average - disregarding whatever changes will occur later.
#3 if you are going to equalize a characters health or protection and it results in that character losing health/protection as a result, assume they are the highest values on the team and ignore equalization. (Just because the Ally has lower health, does not mean they should lose health).
That's quite an assumption. In theory it could be the second lowest health character on the team. If applying this rule on a team of 5 characters of equal max health, 4 characters on 90%+ health and 1 on 10% health, equalizing health would increase the health of the 10% health character without reducing any other character's health. That sounds like healing to me - not health equalization.
This is just talking about the way it is implemented right now. Granted #2 is very misleading but it won't change too much, it'll actually make the bugs too brittle because it can drop the average so far. Again, you have to keep in mind those rules both apply only if we are talking about the actual numerical values and not percentages. But, the important note here is that we are talking about two very different "fixes" the first is to implement the rules, the second is to use a true equalization method more akin to osmosis where the numerical values are equalized.
Regarding your comment on rule #3, I don't think you understand why. You have 5 commands happening at once. 5 separate instances that are trying to all equalize at the same time. If you have a character with a massive amount of health or percentage that is higher, it makes no sense to cripple them. If sun fac is currently taunting and has the highest health and protection values and an AoE hits....
Step 1: equalize all health/prot.
Step 2: damage calculated
Step 3: equalize again on next ability
I think we all understand this basic process. I don't think you understand the difference between using % and using the actual numerical value. It's a drastic change when it comes to the math on the back end.
So, we have 5 equalizations at the same time and there has to be an order of operations. The code can't do 5 things at once and it has to happen simultaneously but in order.
#1 GBA - 80K health
#2 Sun Fax - 80K health
#3 Poggle - 100K health
#4 Soldier - 60K health
#5 Spy - 60K health
Method 1: After first equalization:
#1 GBA - 75K health
#2 Sun Fax - 75K health
#3 Poggle - 100K health <-- highest value does not change
#4 Soldier - 85K health
#5 Spy - 85K health
Method 2: After first equalization:
#1 GBA - 76K health
#2 Sun Fax - 76K health
#3 Poggle - 76K health
#4 Soldier - 76K health
#5 Spy - 76K health
So, no matter which method, some rise, some fall. It is not healing at all.
So your method 1 has 2 people losing 5k health, and 2 people gaining 25k health. A free 40k health is just as bad as losing health on the equalization.
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