01-08-2017, 10:04 PM
I think Exxy's point about it being reduced by resistance is the fact that it's effectively compounded. I'll do some math below.
MASSIVE DISCLAIMER: Very sick. My math is using stupidly over-rounded and simplified numbers (Including 0 armor) because I can't be assed to spend another 20 dollars on medicine to get my shit together enough just for this one post. So if your concern is ass-pulled numbers, then please just ignore my math instead of giving me a hard time about it. We'll both be happier that way. Putting it in a spoiler tag. Skip ahead if you prefer
I've been thinking about it, and I think I have a comprimize that everyone can agree on.
How it USED to work: It would only save the last hit taken, and apply that. Also capped pretty low and often did 0 because pre-GR formulas.
Why it was changed: A 200 damage hit (Capped at like 60) could be overwritten with a 5 damage hit. Also, often did 0 due to pre-GR formulas.
What it was changed to: A stacking amount with a low duration so you can't just heal and release it all at once.
Why it's an issue: It stacks, even if you can't just save it up for several turns. It has potential to be very strong.
What it should be changed to: Save the single largest hit since the last attack, so it can't be overwritten with a weaker hit. Now that statuses are based on what has the highest level, and cannot be overwritten by a weaker one, I think this is perfect.
Thoughts?
MASSIVE DISCLAIMER: Very sick. My math is using stupidly over-rounded and simplified numbers (Including 0 armor) because I can't be assed to spend another 20 dollars on medicine to get my shit together enough just for this one post. So if your concern is ass-pulled numbers, then please just ignore my math instead of giving me a hard time about it. We'll both be happier that way. Putting it in a spoiler tag. Skip ahead if you prefer
I've been thinking about it, and I think I have a comprimize that everyone can agree on.
How it USED to work: It would only save the last hit taken, and apply that. Also capped pretty low and often did 0 because pre-GR formulas.
Why it was changed: A 200 damage hit (Capped at like 60) could be overwritten with a 5 damage hit. Also, often did 0 due to pre-GR formulas.
What it was changed to: A stacking amount with a low duration so you can't just heal and release it all at once.
Why it's an issue: It stacks, even if you can't just save it up for several turns. It has potential to be very strong.
What it should be changed to: Save the single largest hit since the last attack, so it can't be overwritten with a weaker hit. Now that statuses are based on what has the highest level, and cannot be overwritten by a weaker one, I think this is perfect.
Thoughts?
*loud burp*