Originally posted by F.Ultra
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The simplest way to describe is that a x% improvement in one should be equal to x% improvement in another. For example, you can measure the time it takes for a clock cycle, or you can measure the frequency (how many clock cycles per second). Both tell you the same information, but for the first one, less is better, and so you divide.
As for games, it's kinda simple, most times they just put out a flat % modifier they multiply damage with. +100% damage doubles your damage, but obviously stacking +100% defense makes you immune to damage (which is equal to an infinite amount of damage boost), and since the developers are brain damaged and fell out of school, they code workarounds such as capping defense to 90% or some other retarded shit.
Instead of, you know, +100% defense merely halving your damage taken. Damage is multiplied by boosts (+100% means base 100% + 100%), defense divides incoming damage (base 100% + 100% = divide by 200%, which means half damage and cancels out +100% damage boost, sounds perfectly balanced to me).
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