Absorb damage assumes monster is at full health
It'd be nice to support an option where the monster is not at full health for things like Hino, Goemon, and Vishnu. Shouldn't be hard to implement, and we can default to assuming the monster is at full health so won't make the UI harder to use.
Comments (4)
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reporter -
repo owner Would probably require a minor redesign of the enemy section, but all the sections seem to be trending that way with all the stuff going in. It'll go on the queue. Although...why? I don't actually know what dungeon mechanic this refers to.
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reporter The situation I'm thinking of is something like Vishnu; you hit him once but don't kill him, then you need to know whether your second combo will kill him. It's possible that you could kill him even if one of your attacks goes over the absorb threshold, if the attack is early enough.
Here's a concrete example. Use team 169101 and a 5 color combo with a light TPA against a wood monster that absorbs over 1m damage. According to the calculator, this does 2.08m damage, which is correct if the monster is at full health, since Kali's attack is early enough where it can only heal the monster for the 325k that Ra did. However, if the monster is at less than full health, Kali's attack can heal him for up to the full amount, lowering damage by another 700k.
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reporter There's also a bug where the total damage does not display correctly if some damage is absorbed; this is fixed in pull request #6.
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Minor issue: with the three type select boxes, adding another input for current health no longer fits on the same line without making one or more of the boxes so small that it cuts off the text contained within. Not sure how to handle this, so going to punt on this for now and hope JP has an idea of how to clean up the UI.