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Which one?

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Thread replies: 107
Thread images: 21

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Which one?
>>
there isnt even a difference
>>
>>386584060
HP.
Def is useless if you still die in a few hits from lack of HP.
>>
>>386584060
HP. Defence rarely works on ailments like poison and you can just focus on it alone instead of physical/magical defence.
>>
Effective HP.
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both
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>>386584268
>>386584375
>>386584428
Fuck off HPfags. Enjoy getting one shotted while i take zero damage.
>>
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That's a nice RES you got there.
>>
>>386584203
More hp mitigates true damage and fixed damage while being not effecienct toward percentage based damage attacks while defense makes your hp more effecinelty used (you get more use out of healing items)
>>
>>386584781
More like you die to scratch damage from 1000 needle attacks.
>>
HP has a lot of small benefits you don't get with defence.

Fall damage for example, in most games it's unaffected by defence.
>>
You need a balance. Both are useless without the other.
>>
>>386584060
>Flat HP bonus on Level up usually are better than DEF
>HP can't be bought, Armor grants DEF
>High HP can be abused for mirror damage, \life steal\regen tanking
>HP is better against Armor Penetration, True Damage, Percentage Damage
>DEF can be easily beaten with scratch damage.

HP>DEF
>>
AGI
>>
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Def
>>
HP is about short term gains, Def is long term.
>>
>>386585845
FE is one of the few games where this is true, because of small damage numbers and the combat system supporting 0-damage hits. It's partially why evasion is god-tier in Awakening where the numbers are inflated as fuck.
>>
>>386585653
>>DEF can be easily beaten with scratch damage.
It depends on the game. Some games allow def to lower damage to 0 while others have 1 damage min for all successful attacks.
>>
Depends on how healing works.

Let's say potions/heal spells only go up to like 100 health, then having over 1000 health means you're gonna need to drink a bunch of potions to heal up your damage, so you'd be better off just going for high defense so each potion is worth much more. On the other hand, if you can heal for very large amounts or percentage based healing then HP could work just fine.

It also depends on if there are things that go through defense, such as poison like that other Anon mentioned.
>>
Just enough HP to be able to survive burst damage, everything else into def so heals aren't inefficient as heck.
>>
A higher defense means the healer has to heal less.

Hpfaggotry is for single player RPGs with limited healing options and damage types that ignore defense.

In every other case, stacking defense is favourable unless there's massive diminishing returns.
>>
>>386584060
The combination that enables the best overall durability/endurance based on the applicable mechanics.
>>
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Shuckle is better than Wailord/Guzzlord
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>>386586938
Only for memebuilds
>>
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>>386584060
Both you fucking pleb.
>>
Don't need either as long as I don't get hit. If the game had guaranteed damage in combat I wouldn't be interested in it.
>>
>>386584060
>Ask to choose between two stats
>Doesn't explain how either work
How am I supposed to choose when I played games with literally infinite HP values?
>>
>>386584060
Depends on how common defense ignoring attacks and fractional damage are.
>>
DEF, since losing less HP means you need less HP healing.
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>>386584781
*uses fixed damage attack*
heh, nothin personnel kid.
>>
High def high regen is the dream
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>>386586938
>japanese text on containers
weeb shit
>>
>>386586082
If a game lets you get enough def through conventional means to lower damage that low against enemies around your level it's probably not a very fun game anyway.
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>>386587614
That's assuming they exist within this context!
>>
Anyone saying DEF must not realize you die when your HP reaches zero not your DEF.
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>>386587721
>t. never played Fire Emblem
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>>386585173
Most games I've played handle fall damage as a percentage, sadly.
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>>386587764
>assuming assumptions
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>>386587314
Remember that time you got angry at your dad and tried to hit him?
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Def vs HP vs Dodge vs Block vs Parry
Bonus: Magic Resistance
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>>386584060
ATK
>>
>>386588074
More DEF means I lose less HP.
>>
>>386587721
They tend to be different types of games. There are games where damage is a simple attack - defense formula and the object is to manage your resources and level up stat distro in a way that allows you to progress further in without hitting a road block. Effectively in those games you need to know the milestones on how much attack power it takes to oneshot certain enemies or how much defense it takes to negate all damage from them.
>>
>>386584060
Hp if you're taking DoT, true damage, or anything that generally bypasses Def.

Def if you're taking percentage based damage, the enemy has some sort of vampirism or you have the ability to outright nulify damage with high enough Def. It also makes it easier to fully heal.

If you're just taking raw damage there's generally not too much difference.

>>386584203
Look at this scrub lol
>>
>>386585174
Not true, 0 defense 1000hp is infinitely better than 1000 defense 0 hp.
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Normally it'd be DEF but a lot of games somehow fuck this up.
>>
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Does it really matter if your "tank" is expendable?
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>>386588289
Generally having high dodge is better than any option. Most moves proc on hit and the others imply you getting hit. Dodging is the one true king.
>>
>>386584203
this
>>
>low DEF
>big dick HP
>hueg 2 hand axe or hammer

that's how I like to roll
>>
HP against burst damage (PvP)
DEF against sustained damage (PvE)

:)
>>
>>386588289
As if Dodge, Block, or Parry ever activate during major battles.
>>
>>386589118
Depends on the penalty of death, if dying occasionally is horrible such as a game with perma death you should never rely on dodge as your main form of survivablity because you WILL get an unlucky crit and get one shot eventually.
>>
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>>386589246
>pvp
>in a singleplayer rpg
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>>386588840
Percentage attacks doesn't really favor DEF, 50% total health lost is relatively the same even if the numbers are higher for health.
>>
>>386588289
Block. All who oppose the shield must yield.
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>>386584781
Enjoy being an ass slave to mages faggot.
>>
>>386584060
Def. Health restoration will effectively heal more health if your defense is doing the work.
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>>386584060
neither

Dodge/Agi + Attack/Spellpower

Glass canon best canon.
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>>386584060
>Not autistically calculating EHP
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>>386589315
I'm assuming that you can increase your chances of dodging to a point where it matters.
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>>386589349
Not playing games where you can use your progress to compete against others
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>>386589246
Sustained scratch damage beats DEF.
>>
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>>386589907
>playing games where you can't negate all damage with enough DEF
Oh shit nigger what are you doing
>>
>>386584060
Both are fine. Unless Def is a percentile damage resistance, in which case definately favoring Def because it effectively multiplies the bang for your buck on healing.
>>
>>386587357
>literally infinite HP values?
What game besides Magic The Gathering has infinite HP?
>>
>>386589630
Doesn't matter if you get your dodge to 99% eventually that 1% will be your death. And if it's a roguelike you just fucked yourself by relying on chance.
>>
Health with extremely high regeneration > everything else
Nothing is better than just passively out healing all the incoming damage
>>
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>>386591209
Literally you.
>>
>>386589360
Hp has more points to lose though. When you cut 10,000 in half and normally only take damage in the 100s it's a lot worse than if you have 25 hp and only take damage in single digits.

It's more to heal and more damage than normal when you take into account rounding/articulation.
>>
>>386584060
Just look at Blissey VS Shuckle.

HP in most games is the way to go.
>>
>>386584060
They stack multiplicatively, so spreading it between both is always more effective.
>>
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>Have enough defence on a unit where attacks against them are just scratch or no damage at all
>Enemies don't even bother attacking said unit, instead they attack my other units.
>>
>>386591453
that's because that game has bullshit full heals and random crits that pierce defense
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>>386591484
Seriously what were they thinking? The whole point of a tanks is to take hits so frail units don't have to.
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>>386591484
Fire Emblem needed some mechanic like Zone of Control in Civ 5.
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>>386591372
I'm offended.
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>>386591790
>Zone of Control
Never played Civ before, how does that work?
>>
>>386584060
HP, there is no magic def included in simple def
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>>386591790
You're supposed to use choke points. What you can't force into a choke point you are supposed to force into battles with units that it has a disadvantage against.

If they added something like zone of control they would need to give the enemy more flanking opportunities and more range so that you couldn't just park an armor in the front-line and not have to think about it.
>>
>>386591878
Not him and haven't played the game, but this is from the wiki.

Pretty much an Attack of Opportunity.

>In Civilization V, a unit can move directly from one enemy-adjacent tile to another enemy-adjacent tile, but it will lose all movement points, with some exceptions. This applies even if one of that civilization's units is on the tile being moved to. An exception to this is when a melee unit is attacking an enemy in that tile and has the "Can Move After Attacking" ability. If such a unit attacks and kills the enemy unit, it will lose only the normal amount of movement points, ignoring ZoC. An exception to this exception is if the unit being attacked uses a "Withdraw Before Melee" ability, and there is no civilian unit in the attacked tile, which causes the attack to instead be treated as a movement into the tile.
>>
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>>386591878
If you move from one enemy-adjacent square to another enemy-adjacent square, it stops you in the second square, so you can't just run around defender units, even if you have extra move points.
>5 hrs in MSPaint because I thought my description sucked
>>
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>getting hit
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>>386592273
Sometimes ZoC is implemented where trying to move around the unit takes twice as much action points rather than completely disallowing it.
>>
>>386592273
>>386592270
Oh okay, I think the mobile gatcha game that ISIS made has a skill like that for armoured units. Yeah they should introduce that as an equippable skill in future FE games.
>>
>>386592381

>click image
>hah this would be a great dark souls filename
>look at file name

Quite the guy aren't you
>>
If we go RPG style, Dodge can out class anything then
>>
>>386587764
>implying.
even if they didn't ,enjoy being fodder for status effects.
>>
>>386584060
depends on how defense works, but it's almost always HP that's better.
>>
>>386591372
the only thing that bothers me about this scene is that the game has damage simulator, dont matter he heals it all in 1 go later, he should be on the ground crying like a girl from the hits
>>
>>386593349
Dodge tanks are almost always fucking garbage.

>Whoops you got unlucky haha guess you gotta restart
>>
>>386584060
Does healing (including HP Regen) recover a percentage of max health or a set amount? Does poison deal a set amount or percentage of max health?

If your healing is based off the HP total, then having a higher HP is going to make the healing more effective. Similarly, a set percentage of HP Regan will allow you to mitigate more damage due to more HP being regained. It could end up roughly averaging out in the end, but having a higher HP total means getting more "warning" before dying and having more increments of being hurt. If poison does a set amount then, again, it is better to have higher HP so that you can last longer while poisoned.

If healing recovers a set amount of HP, then higher defense and lower HP means that the same heal regains a higher percentage of your health. Similarly, if poison deals a set percentage of health over time, then you might as well go with the higher defense (since the HP value will be meaningless) and a set amount of HP recovery will give you, in comparison, a longer time to survive.

There are also some other concerns. If magic is defended separately than with DEF, either dealing a set damage or having an independent value, then the higher HP might be better. This is especially true if you only have the resources to upgrade one, in which case more HP is probably better than only more DEF or only more MDEF. If there are set-damage attacks, such as an attack which deals specifically only 1000 damage ignoring defense, then HP is much more valuable. On the other hand, if DEF removes a set amount of damage per hit, then multiple weak hits will be mitigated a lot more with high DEF. You'd only want high HP, in that case, for single big hits.
>>
>>386591209
that would be def with high regen then. otherwise you need bullshit high regen to be possible
>>
What's this "scratch" damage meme?
Is it new?
Are you referring to "chip" damage?
>>
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>armor pen
>magic damage based on maximum enemy %HP


Fuck that shit, life regen at best
>>
>>386591451
Yeah healing it back up could be a problem, it depends if healing is flat or percentage itself.
>>
>>386584060
Defense is usually spit up into at least physical and magical, more health is effective for both cases.
>>
>>386591453
Pokemon is different because it has split defences and items like Leftovers favour high Hp much more
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>>386593779
Well he's barely taking any damage in the first place, so it shouldn't even hurt that much. and honestly I don't get all the hate for that scene when theres much dumber stuff in the same show.

The only question I have is why does he have that passive health regen in combat when that shit is usually only out of combat.
>>
>>386591484
>>386591635
>>386591790
>Have a defensive line or a box formation
>enemy just runs right past all your units just to focus fire your squishies in suicidal attacks
Fuckin hell FE could use that.
I wouldn't even mind if something like fliers/cavalry were less effected/immune to ZoC
>>
>>386598440
>fliers/cavalry were less effected/immune to ZoC
I'd prefer not, mounted units are already infamous for being generally better than foot units.
>>
>>386595227
not really. depends on wether regen is based on health points or percentage
in nier automata MaxHp+6 and a DeadlyHeal+6 is great for non boss battles (or boss battles that have minions) since for every kill you get more than a full bar of hp before the boost. this makes healing items pretty much obsolete
>>
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>>386593779
>he should be on the ground crying like a girl
>implying getting hit from low-level pks when he's high level will get him to red health
>>386598324
>that shit is usually only out of combat
This is mmo-dependent and since sao online is its own mmo it can have whatever it wants as rules. Also I don't think old mmos separated pve from pvp skills that much.
>>
>>386584060
It depends on the game, how the scaling works, how the damage formula works, whether magical defense is a thing, and so on.

In the absence of anything else, same numbers, and so on, DEF is better, since you get to use it multiple times.
However, most games have HP scale higher than Def, meaning HP has a niche in surviving one big hit better. Some games additionally have Defence screwed when it comes to damage calc, where 1 point of defense stops .75 points of damage or some shit, making it less advisable to devote yourself to it. Additionally, some games have piercing attacks, or have crits bypass some, if not all of your defense stat.
Finally, a character with 10000 HP and 0 Defence can still take a decent beating, while a character with 9999 defense and 1 HP is just asking to be memed to death.
Ideally, you use both, but if forced to specialize, HP. HP is harder to chirt around, while plenty of things exist across games that shit on defence.
>>
>10000 hp gets one shot by high damage attack
>10000 effective hp thanks to def gets one shot by defense ignoring attack
>100% resist towards all attack types is literally invincible
tough choice but I'm going with res
>>
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>>386584060
BLASTS
>>
>>386584060
depends on how the Defense stat works.

if it's a flat reduction of damage with a higher defense stat than the opponent's attack leaving you getting no damage, Defense.

if it's percentage damage with a minimum damage remaining from every hit, HP.

as a Caveat onto that, if HP restoration is pricey, I'd rather tank up my defense
Thread posts: 107
Thread images: 21


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