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Healing in Combat
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5961890" data-attributes="member: 882"><p>Let's please avoid that again! The ease of potion creation in the playtest has me a little wary already.</p><p></p><p></p><p></p><p>Let's consider some numbers? I'd like to work it out. If a hit from an enemy deals 12.5% of your HP, then a heal will allow you to take two more hits, and assuming we're in a long grinding combat, deal damage twice more. As a leader you also get to deal damage yourself after that heal. If you take a striker instead, you need to deal enough extra damage that you prevent those two extra hits occuring in the first place. So, either the combat lasts N rounds, and HP/N damage is dealt each round, or combat lasts N+2 rounds and HP/(N+2) damage is dealt each round. In my theoretical party of 2, the defender and leader will deal the same damage, so they each deal HP/2(N+2) per round. In the other party of defender and striker, to get HP/N damage each round the striker will deal HP(N+4)/2N(N+2) damage, which is (N+4)/N times more than the defender. In a 6 round combat, that's 160% of the defender's damage, in a 4 round combat that's twice defender damage.</p><p></p><p>I don't know offhand what the real margins are, and obviously there are other considerations, but for each round a character stays standing because they were healed, the striker needs to deal that additional damage output in the rounds that went by before they were healed. I feel terrible for thinking about a combat this way <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5961890, member: 882"] Let's please avoid that again! The ease of potion creation in the playtest has me a little wary already. Let's consider some numbers? I'd like to work it out. If a hit from an enemy deals 12.5% of your HP, then a heal will allow you to take two more hits, and assuming we're in a long grinding combat, deal damage twice more. As a leader you also get to deal damage yourself after that heal. If you take a striker instead, you need to deal enough extra damage that you prevent those two extra hits occuring in the first place. So, either the combat lasts N rounds, and HP/N damage is dealt each round, or combat lasts N+2 rounds and HP/(N+2) damage is dealt each round. In my theoretical party of 2, the defender and leader will deal the same damage, so they each deal HP/2(N+2) per round. In the other party of defender and striker, to get HP/N damage each round the striker will deal HP(N+4)/2N(N+2) damage, which is (N+4)/N times more than the defender. In a 6 round combat, that's 160% of the defender's damage, in a 4 round combat that's twice defender damage. I don't know offhand what the real margins are, and obviously there are other considerations, but for each round a character stays standing because they were healed, the striker needs to deal that additional damage output in the rounds that went by before they were healed. I feel terrible for thinking about a combat this way :p [/QUOTE]
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