MagicManICT wrote:Omnipotent wrote:Can you please give me a little more context though? I'm not suggesting the same thing he is, so I'm not entirely sure what you are trying to say.
Not sure what more context you need. it was a bug report from a newer player that didn't know about how this worked with HP and gear buffs. It works this way with everything, but HP are the only place that it really hurts if you don't pay close attention.
Thanks, but I can read too, haha.

I was just looking for some personal input from him, and wasn't sure if he thought I was having the same problem or what. This hasn't actually happened to me this world, I just know it's a thing.
MagicManICT wrote:The mathematical problem to your suggestion is that the HP values are on a parabolic curve, so a % change may be more or less painful than the way it currently works. While it would simply remove the chance of death from gear mismanagement, it could be more damaging to a higher stated player than simply losing the few HP from taking off the gear. All aspects of the problem do need consideration, not just the couple of cases that need to be fixed.
Yeah, there is definitely multiple ways to try and tackle this problem. If they just add a warning and make it so you can't unequip it that would work in some ways (but would then prevent people from looting it off you which makes a new problem that my suggestion does not create). This suggestion should really only be helping people. For the most part the Con buffs hurt more in the current way they are implemented than they would be with my suggestion (see the examples below).
The only potential problem I see with my suggestion is with extremely high and low numbers combined. it could be possible to still calculate to 0 if the HP added by your constitution is more than 50% of your current health and your SHP was extremely low (something like .001%). But that should be impossible because you can never add more Con than you currently have.
Some Examples:
How it currently works (
please correct me if I am wrong):
200 SHP, 300 HHP, 100HP from armor (additional 50% of max HP). Currently at 66% HP.
Take off the armor100 SHP, 200 HHP, 0 HP from armor. Currently at 50% HP.
Just lost 16% HP percentage wise.Suggested Percent Adjusted Recalc:
200 SHP, 300 HHP, 100HP from armor (additional 50% of max HP). Currently at 66% HP.
Take off the armor132 SHP, 200 HHP, 0 HP from armor. Still at 66% HP.
Gained 32 SHP versus the current calculationThis adjusted change also works at higher values:
100 SHP, 1000 HHP, 200 HP from armor (additional 20% of max HP). Currently at 1% HP.
Take off the armor80 SHP, 800 HHP, 0 HP from armor. Currently at 1% HP.
Could have died with the current calculation, but survived no problem with % changePlus very low values:
10 SHP, 1000 HHP, 200 HP from armor (additional 20% of max HP). Currently at .01% HP.
Take off the armor8 SHP, 800 HHP, 0 HP from armor. Currently at .01% HP.
Would almost certainly have died with the current calculation, but survived no problem with % changeThe breakpoint before failure (extremely low values with more than 50% of HP being added by Con):
1 SHP, 1000 HHP, 500 HP from armor (additional 50% of max HP). Currently at .001% HP.
Take off the armor0.5 SHP, 500 HHP, 0 HP from armor. Currently at .001% HP.
Would almost certainly have died with the current calculation, but barely survived with % change(Rounds up to 1 SHP, but any lower and the problem is back)
Edit:Thought of
one way my suggestion could be abused. If you take that last example where you have 1 SHP. Take your armor off and you still have 1 SHP, but then you put it back on... It might leave you with more than just the 1 SHP you started with. Not necessarily that big of a problem but it is still worth a thought.