perkeyone
something clever
- Reaction score
- 71
so i want to make several healing spells in my map, but to make things interesting i want them to all be fundamentally different.
(i am disregarding the spell level for the time being. i will incorporate it into the formula later)
these lines can be described with the following formulas (starting with the tallest) x is the unit's remaining health as a percent
i already did calculations and found that these three lines all have the same area under their curves from 0 to 100. that means that on average they are all equally good for healing given a target with a random %hp... but in game, players usually wait to heal when a unit is really hurt, so they may not be balanced from a gameplay standpoint.
so how could i better balance these healing formulas?
- a: provides the best healing for critically damaged units
- b: provides average healing in any scenario
- c: provides the best healing for noncritically damaged units
(i am disregarding the spell level for the time being. i will incorporate it into the formula later)
these lines can be described with the following formulas (starting with the tallest) x is the unit's remaining health as a percent
Code:
a=[U](100-x)²[/U]
200
b=[U](100-x)[/U]
3
c=10x^.5-x
so how could i better balance these healing formulas?