Forum Discussion
6 years ago
I haven’t really thought it through (it’s complicated and I’m lazy), but surely the logical way would be, when hit with a 10k hit:
1) take the health of every toon prior to the hit as a numerical and quantifiable number (the total health pool);
2) Work out the relative percentages of each toon contributing to the total health pool
3) remove 10k from the total health pool number (the remaining health pool);
4) divide the remaining health pool between all toons in the percentages to which they contributed to the total health pool
5)The result will be that those with less of an individual health pool lose less of the 10k, those with a larger health pool lose more of the 10k, but no toon ends up with more than their maximum health, and the actual damage done to the whole team remains at 10k.
The only problem I see with it is that it is more of a Pari pasu damage spread than health equalisation, but it would be a great defence mechanism.
1) take the health of every toon prior to the hit as a numerical and quantifiable number (the total health pool);
2) Work out the relative percentages of each toon contributing to the total health pool
3) remove 10k from the total health pool number (the remaining health pool);
4) divide the remaining health pool between all toons in the percentages to which they contributed to the total health pool
5)The result will be that those with less of an individual health pool lose less of the 10k, those with a larger health pool lose more of the 10k, but no toon ends up with more than their maximum health, and the actual damage done to the whole team remains at 10k.
The only problem I see with it is that it is more of a Pari pasu damage spread than health equalisation, but it would be a great defence mechanism.
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