Omnipotent wrote:Agreed on that. Injured hearthlings should have serious (short-term and long-term) stat penalties, as well as reduced weight & damage.
I'd say only short-term. Current wounds ranging up to several days are more or less fine for that. Long-term stat penalties can affect winner/loser disparity too much, and such disparity creates 'snowballing' effect for winners, at least comparative, which effectively pushes losing side out of game until the end of a game session, i.e. world wipe.
Omnipotent wrote:In real life if you get injured, you ability to fight is severely hindered. SHP already heals extremely quickly in a bed, why is getting KO'd such a minor inconvenience?
SHP is not a bodily damage, it's not wounds. As I imagine, it is more of short-term pain, loss of coordination, dizziness, so I wouldn't say it is healed too fast.
SnuggleSnail wrote:It's easy enough that if you don't know it off the top of your head, you don't know it at all.
((X-1)*Y)+(X*Y)+(X*0.05) = max damage with min concussion
((X-1)*Y)+(X*Y)+(X*0.2) = max damage with max concussion
X= mhp, assuming shp is equal to mhp
Y= grievous damage%
Interesting, but this means grievous % is effectively applied twice. Why?
Edit: And what HP would take grievous damage calculation if SHP<HHP<MHP?