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Health bars to numbers!

9 replies [Last post]
Sun, 01/08/2012 - 05:48
Karuariz

So, I dont know if this has been done before, but I found a way to calculate how much health does one healthbar contain in numbers. All you need for this is a friend, a faust and some effort. Basicly the idea is to count how much of your damage backfires when youre cursed and then do the calculations using that percentige, the damage dealt in numbers and the backfire received in healthbars. So, first you need to know the percentige of damage backfiring from curse. This is done by going to lockdown with a friend. First you hit the friend and he tells you how many bars of hp he lost ( for an example 10 ). Then you charge your faust and curse yourself, then you swing the air and see how many healthbars you lost ( for an example 7 and a half ). From this you can calculate the backfire percentige ( 75% ). Then you just have to go hit some poor enemy while cursed to see how much damage the enemy takes and how many healthbars you lose. Then you take the according percentige of the damage you caused ( 75% in this case ) and divide it with the amount of half healthbars lost. And there you have the amount of health in a half healthbar, that times two is a whole bar.

The first useful use for this I can think is calculating monsters health in bars and calculating their damage in numbers.

Sorry for any typos, I wrote this on my phone... And please tell me if I missed something.

Sun, 01/08/2012 - 05:51
#1
Karuariz
Oh, sorry

I forgot to mention that I havent been able to test this myself, since I dont have a faust, since im a 3* noobcake :)

Sun, 01/08/2012 - 05:55
#2
Juances's picture
Juances
???

oh...
The cursed damage you receive has nothing to do with the shadow damage the weapon deals to an enemy. And enemies don't receive the same amount of damage than players.
What does hitting an enemy has to do with this?

Sun, 01/08/2012 - 05:56
#3
Darkbrady's picture
Darkbrady
I think everyone at some

I think everyone at some point or another would like to know how much actual health we have but..ultimately it doesn't have any practical applications. Even if a health pip is 10hp, then...what now? Monsters don't hit us for 5 hearts, they hit us for 50 damage.
I've wondered often eonugh myself and considered testing it, but the lack of any practical usages has always just made me lazy to the idea.

Sun, 01/08/2012 - 06:10
#4
Kalaina-Elderfall's picture
Kalaina-Elderfall
I really don't think this

I really don't think this would work, but it might. It's worth a shot if anyone's willing to go to the effort.

I have a feeling enemies and players DO receive the same amount of damage. The problem with enemies is that at any given depth your weapons deal different amounts of damage. If cursing yourself also deals different damage by depth, then there's a path to the numbers by determining what exactly the "Lockdown equivalent depth" is. i.e.

1) Curse yourself in Lockdown, see how many bars you take.
2) Attack somebody in Lockdown, see how many bars they take.
3) Curse yourself on varying floors of the Clockworks until you find one where you receive the same amount of curse damage as you did in Lockdown.
4) Attack a monster, see how much damage they take.
5) Divide monster's damage by number of bars taken, round down.
6) Test other damage data to see if the numbers work out.

Sun, 01/08/2012 - 06:33
#5
Juances's picture
Juances
There are some things to

There are some things to check:

Is the curse on yourself is the same as the curse you apply to others. (after using a charge I'm still cursed, while monsters lose the effect faster)
Do all monsters take the same curse damage?
Is there a depth that's truly close enough to lockdown?
Knighst/monsters may have a hidden curse modifier.

Sun, 01/08/2012 - 06:52
#6
Karuariz
But...

@Darkbrady: Why a practical use, its just nice to know.

@Kalaina: Theres no need to know the lockdown equivalent depth, lockdown is only used to find the backfire ratio, if the ratio doesn't change then the depth doesn't matter.

@Juances: Youre right there, someone should find out the differences beetween curse and self curse. It doesnt matter if some monsters take less damage from curse, as this test only requires cursing knights.

Sun, 01/08/2012 - 08:03
#7
Darkbrady's picture
Darkbrady
Nice to know out of a pure

Nice to know out of a pure interest I suppose, but I like that they stuck to hearts; it keeps the game simple. Most MMOs you're worrying about hundreds/thousands of healths, and the last 3 digits are always irrelevant; no one cares if you have 11,438 hps, only the 11k. SK are summing it up nicely in a simple, compact zelda-esque fashion. The damage clearly is related to more exact numbers but...well, why worry?

Out of pure scientific curiosity though, yeah I'd be interested too, if anyone finds out an exact ratio.

Sun, 01/08/2012 - 08:19
#8
Kalaina-Elderfall's picture
Kalaina-Elderfall
There's no reason to believe

There's no reason to believe that the backfire ratio is constant, though. For example, the amount of HP healed to monsters by gremlin menders occurs at a different ratio to the amount of HP healed when gremlin thwackers use capsules on every depth of the Clockworks, with mender healing increasing faster than thwacker capsuling.

Sun, 01/08/2012 - 10:08
#9
Jim-Dale's picture
Jim-Dale
Jim Dale will fund this

Jim Dale will fund this project in Fishy Sticks.

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