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Offline GeniugGTopic starter

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Damage meter https://elementscommunity.org/forum/index.php?topic=41068.msg508639#msg508639
« on: June 07, 2012, 02:02:33 pm »
I know you can see your damage filling up but is their any chance of putting an exact number of your damage? or is that a bad idea

Offline n00b

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Re: Damage meter https://elementscommunity.org/forum/index.php?topic=41068.msg508665#msg508665
« Reply #1 on: June 07, 2012, 03:12:12 pm »
Seems like it wouldn't be too hard to do, even though the damage meter doesn't account for things like Stasis from Sundials or SoPs...
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Re: Damage meter https://elementscommunity.org/forum/index.php?topic=41068.msg508676#msg508676
« Reply #2 on: June 07, 2012, 04:24:06 pm »
Wouldn't be hard to do. Can't say I mind having to think every once in a while either.

Probably a good suggestion, but not needed because actually playing in game is very easy.
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Offline Poker Alho

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Re: Damage meter https://elementscommunity.org/forum/index.php?topic=41068.msg508685#msg508685
« Reply #3 on: June 07, 2012, 05:14:20 pm »
dont see this being that useful imo, i'm pretty used to do all the math in my head when counting damage and other stuff, so probably not that much of a priority. Still a simple way to make the game more user-friendly though

Offline Guizonde

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Re: Damage meter https://elementscommunity.org/forum/index.php?topic=41068.msg509435#msg509435
« Reply #4 on: June 09, 2012, 03:01:17 pm »
not that i care for numbers, but could the counter take into account adrenaline multipliers? early on i thought it took it into account, when i had less than 5hps naturally. always bugged me, that...
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Offline FIQ

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Re: Damage meter https://elementscommunity.org/forum/index.php?topic=41068.msg509445#msg509445
« Reply #5 on: June 09, 2012, 03:34:41 pm »
Tbh, I find that meter pretty much useless.
First at all, new cards is rarely taken into account - so it seems that Zanz doesn't care too much about the fact that it's inaccurate (SoFr is a new mechanic, it's ignored. SoW as well).
Second at all, there are already several things that breaks it. Momentum, adrenaline, antimatter, purify counters, you get the point..

What about either remove it completly, or make it update on the fly at the actual output?
Let's say this; you play cards, the damage meter internally run "end turn" to see your theoretical maximal damage output as how it is right now. (maximal as in, SoFr always crits, Dusk Shield never protects, etc).

Also would be nice to have another color for the damage meter (blue or anything?) that shows up when the damage you do per turn is negative (accomplished by antimattered things or purify counters)

 

anything
blarg: