This blog post builds on the concepts suggested in 'Not All Hitpoints are Created Equal', helping to adjust healing for the health level of the recipient.
Experts in finance speak of the time-value of money. Under this concept, the value of a certain quantity of dollars (or other currency) will decrease as time passes. Many attribute this to the fact that people want money now rather than later. Therefore, to keep this time-value the same, interest must be paid on top of this quantity of dollars.
Hitpoints restored by healing also seem to have this time-value, since a heal of the same size will be more valued the sooner it is received (considering that people wish to keep their health at a maximum). How should such heal weighting be done?
Showing posts with label wow-healing.meter. Show all posts
Showing posts with label wow-healing.meter. Show all posts
24 October 2009
21 July 2009
Not All Hitpoints are Created Equal
There is always question on whether the output of healing meters (healing charts) can be used in indicating a healer's performance. Unlike points of damage, where heals go matters. While everyone has use for a heal, some players will need it more than others.
Healing meters (such as the 'Healing done' component of Recount) collect raw figures from the combat log. It becomes easy to assert, from skimming over the healing chart, that all hitpoints (HP) are created equal, with all players appreciating 1 HP of healing equally. However, I would not.
1. Factoring in absorptions
When a player inevitably takes damage, a healer can respond to it in any of two ways:
Healing meters (such as the 'Healing done' component of Recount) collect raw figures from the combat log. It becomes easy to assert, from skimming over the healing chart, that all hitpoints (HP) are created equal, with all players appreciating 1 HP of healing equally. However, I would not.
1. Factoring in absorptions
When a player inevitably takes damage, a healer can respond to it in any of two ways:
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