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You can't. Health bars in games, in fact, are explicitly listed here as not being usable for multipliers or scaling or whatnot.How can we compare health bars in games to Durability in VSB or real life measurements like "Kg"?
What if I calculate the size of the stone and the energy we need to break it, and then I calculate the AP for each hit of the character based on how many hits our character needs to break the stone? So if this AP is equivalent to, for example, 20 Attack power or 1 sword strike in the game, would it be correct to find my Durability this way?You can't. Health bars in games, in fact, are explicitly listed here as not being usable for multipliers or scaling or whatnot.
That doesnt how it works, if u have 2 character fighting each other.What if I calculate the size of the stone and the energy we need to break it, and then I calculate the AP for each hit of the character based on how many hits our character needs to break the stone? So if this AP is equivalent to, for example, 20 Attack power or 1 sword strike in the game, would it be correct to find my Durability this way?
as per point one if u kept up with a character who got a destruction capacity fancalculation then the character will get an Atleast And Scalled With The Fancalculation
What if I measure the size of a tree, calculate the energy needed to break the tree, and divide that energy based on how many hits the character has scored, and then scale the character's power as a result? Because the hit in the game increases a little bit more each time, I can explain it as a "combo". So it's a bit difficult to measure the character's power.That doesnt how it works, if u have 2 character fighting each other.
1.The A Can Destroy a rock and the B Fighting with the A And Punching each other.
u cant calculate ap per hit, that would make a inconsistent and scalling doesnt work like tanking ap per hit.