"DuneFlint;c-2153435" wrote:
"shaun51422;c-2153428" wrote:
"Firefoxx666;c-2153346" wrote:
Well its more about equally dividing the remains hp/prot, than dividing the damage between them, but in a single target case the math is basically the same.
Neither of your methods works for AOE damage, as you are talking about dividing and subtracting that damage, so better to think of it as adding all remaining hp/prot into one pool, then dividing that evenly. Ignore the damage factor.
I'm just talking about single target. I think it has to be somewhat about dividing the damage because if you had one with more stars and gear than another then the equalization would give the weak one a good deal more protection after he was damaged than before. That isn't right is it?
It's % based. If you look after each equalization your health/prot bars are at the same level, so the same %. This does mean that attacking a geo with a lower max protection is more effective.
Numbers are simplified to show the effect, but, let's say we have 6 geos out and they all have 10k max protection, except sun fac who has 20k protection.
You do 6000 damage to geo soldier, leaving him at 40% protection. When protection equalizes they add up the percentage, so 5 people at 100% and one at 40%. So 540%, divide by 6 and we're at an average of 90%. So all geos go to 90% protection.
So now you have 5 geos at 9,000 protection and sun fac is at 18,000 protection. That means geos are missing a total of 7000 protection even though you only did 6k damage to soldier.
The opposite is also true though, if you did that 6k damage to sun fac geos would equalize to 95% protection. This means your 6,000 damage results in a loss of only 3,500 protection!
Thanks. This is what I was trying to figure out.