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Is +MaxHP an equal bonus to other bonuses?


Humble_Bee

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(This is not a support thread, but a bit more of a lively debate.) So I'm working on standardizing my server a bit. I'm trying to come up with calculations that will make all my bonuses equal. For example, all cards either add the equivalent of a 5% damage boost or 5% survivability boost. With autocast skills, it's usually not too hard, because I can change their skill lv and chance to happen to balance out to about a 5% overall boost. With MaxHP, I've been questioning myself. Unlike a resistance boost to all classes that keeps working every time I get hit, hitpoints are gone after I get hit that many times. It's really just a one time buff that someone can use items or skills or etc to refresh. That said, would you say that a 5% MaxHP boost still adds 5% to a person's survivability? If you say no, how much of a MaxHP boost do you think would be equal to the same % boost in other areas?

Edited by Humble_Bee
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Hello,

Let's say we have just 1000hp 0 def, and we gain +5 def and it actually remove 5% of the damage, you'll need 1000+5% (1050) damage to kill him, which is stricly the same as +5% MaxHP.

But let's say now with have 1000hp and already 50%def, we need 1000 + 1000*50% = 1500 damage to get killed.
- +5% def will result in 1000 +1000*55% = 1550 damage to get killed
- +5% max HP will be 1050 + 1050*50% = 1575 damage to get killed

In both case max hp gave the maximum "damage to get killed". Max hp is then stricly better? So MaxHP is really pure 5% defense while other stat depends of what the player has already?

(Maybe there's some bonus having def that make it better that I forgot tho.)


 

Edited by Kreustoo
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On 7/12/2020 at 11:43 AM, Kreustoo said:

Hello,

Let's say we have just 1000hp 0 def, and we gain +5 def and it actually remove 5% of the damage, you'll need 1000+5% (1050) damage to kill him, which is stricly the same as +5% MaxHP.

But let's say now with have 1000hp and already 50%def, we need 1000 + 1000*50% = 1500 damage to get killed.
- +5% def will result in 1000 +1000*55% = 1550 damage to get killed
- +5% max HP will be 1050 + 1050*50% = 1575 damage to get killed

In both case max hp gave the maximum "damage to get killed". Max hp is then stricly better? So MaxHP is really pure 5% defense while other stat depends of what the player has already?

(Maybe there's some bonus having def that make it better that I forgot tho.)


 

But damage isn't calculated by MaxHp. It's calculated by atk power.

If I have 1000 HP and 75% HP boost, I have 1750 HP. If I get hit by an attack for 2000, I die.

If I have 1000 HP and 75% resist boost, I have 1000 HP. If I get hit by an attack for 2000, damage reduces to 500, and I have 500 HP left over (half of it).


 

Edited by Humble_Bee
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Yeah you're right my reasoning is just plain wrong :D.

I remembered some other game theroycrafting transforming resist in bonus hp and tryed to do it again but it's just wrong.

1) 2000+2000*0.75 -(500 * 4) = 1500 - 2k hp with 75% hp resist hit by 4* 500 damages, survive with 1500 HP
2) 2000-(500-500*0.75)*4 = 1500 - 2k hp with 75% resist hit by 4*500 damages, survive with 1500 HP

But 1500 HP on the first case is really less %max hp than in case 2 and you'll die really faster.
 

That's a good question, did you try to see how calculator like maybe diablo 3 evaluate that?

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On 7/14/2020 at 4:11 AM, Kreustoo said:

Yeah you're right my reasoning is just plain wrong :D.

I remembered some other game theroycrafting transforming resist in bonus hp and tryed to do it again but it's just wrong.

1) 2000+2000*0.75 -(500 * 4) = 1500 - 2k hp with 75% hp resist hit by 4* 500 damages, survive with 1500 HP
2) 2000-(500-500*0.75)*4 = 1500 - 2k hp with 75% resist hit by 4*500 damages, survive with 1500 HP

But 1500 HP on the first case is really less %max hp than in case 2 and you'll die really faster.
 

That's a good question, did you try to see how calculator like maybe diablo 3 evaluate that?

I haven't checked into other games at all yet. A person could make HP increase like resist increases, but then the closer someone got to 100% HP bonus, the closer to infinite HP they would have. ?  Probably wouldn't be good for game balance, ha. 

One option might be to cap MaxHP bonus at 100% or 95%, and then have the bonus give a soft-defense boost after reaching 50% MaxHP bonus. The higher the MaxHP boost gets, the greater % boost to soft defense. At 100% MaxHP boost, a person would be immune to damage. Though this wouldn't be balanced, because each element has to reach 100% a piece in order to get immunity. I'm sure there is a way to balance it though.

Edited by Humble_Bee
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