Forum Discussion
crzydroid
6 years agoRetired Hero
A couple of things:
There are two sides to every coin. Hitting a weak character will result in a tankier character losing more raw health to equalize percentages, but my opponent hitting that tanky character down to almost nothing means they will gain much more raw health during the equalization of health compared to what the weaker characters lose. So in that scenario health is actually introduced into the system.
The other consolation I might offer is that even though the tank is losing more raw health, they are still left with a larger pool of raw health since it's a percentage. Though I do acknowledge since damage is dealt in terms of raw numbers, losing that amount could be frustrated.
The other thing I see here is that you seem to be basing your argument around the fact that raw health could be potentially lost from the system. But that's just the nature of trying to equalize things among containers of different size when the containers can't change. If we equalized actual health, some would still be lost from the system because max health isn't changing. In your example of glasses, let's say the half full one is of smaller size. To equalize the raw amount of water and redistribute means some will overflow the smaller glass and become lost. So clearly that is no kind of solution. A tank will lose a bunch of health to basically top off a bunch of smaller characters. In fact, one might imagine some hypothetical scenario in which the tanky character actually loses MORE health than in the percentage based system.
In fact, let's do that right now. You have four containers of size 3 and one of size 5. You hit one of the smaller containers down to 1. In the percentage-based system, 4.33/5 = 0.866. Percentages stay the same but a net loss of 0.277 units is incurred (0.134×3×3+0.134×5−0.533×3). In a system where raw values are used, the 15 remaining units divided by 5 equals 3 units to be distributed to each container. There is no net loss of raw health in this specific example (though we get close), but the tank now has 60% health instead of 86.6%.
I think percentage equalization makes the most intuitive sense.
There are two sides to every coin. Hitting a weak character will result in a tankier character losing more raw health to equalize percentages, but my opponent hitting that tanky character down to almost nothing means they will gain much more raw health during the equalization of health compared to what the weaker characters lose. So in that scenario health is actually introduced into the system.
The other consolation I might offer is that even though the tank is losing more raw health, they are still left with a larger pool of raw health since it's a percentage. Though I do acknowledge since damage is dealt in terms of raw numbers, losing that amount could be frustrated.
The other thing I see here is that you seem to be basing your argument around the fact that raw health could be potentially lost from the system. But that's just the nature of trying to equalize things among containers of different size when the containers can't change. If we equalized actual health, some would still be lost from the system because max health isn't changing. In your example of glasses, let's say the half full one is of smaller size. To equalize the raw amount of water and redistribute means some will overflow the smaller glass and become lost. So clearly that is no kind of solution. A tank will lose a bunch of health to basically top off a bunch of smaller characters. In fact, one might imagine some hypothetical scenario in which the tanky character actually loses MORE health than in the percentage based system.
In fact, let's do that right now. You have four containers of size 3 and one of size 5. You hit one of the smaller containers down to 1. In the percentage-based system, 4.33/5 = 0.866. Percentages stay the same but a net loss of 0.277 units is incurred (0.134×3×3+0.134×5−0.533×3). In a system where raw values are used, the 15 remaining units divided by 5 equals 3 units to be distributed to each container. There is no net loss of raw health in this specific example (though we get close), but the tank now has 60% health instead of 86.6%.
I think percentage equalization makes the most intuitive sense.
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