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Color squares based on how fast damage accrues

#3

Submitter: AEIOUsometimesY

There's a big difference in prioritization for the player that is at 50% and has been there for a while taking minimal but constant damage and the player that drops to 50% in two hits. The former I can HoT at leisure and know he'll survive; the latter I need to bubble and pull out the stops or they're a goner for sure.

Would it be possible to add a third colorization scheme based on how fast damage accrues? So hits that are 10% or less stay green, hits that cause a 11-20% health change are yellow and 21%+ turn the square red. Instant knowledge of your highest priorities. Especially if it could work in conjunction with % damaged so that red is 25% health or taking massive incoming.

Thank you!

Reported by Aiiane · December 11th, 2008 @ 01:51 AM

State: declined
Milestone: none
Assigned to: Aiiane Aiiane

Activity

  1. Aiiane
    Aiiane
    • State changed from new to declined
    • Title changed from Color squares based on how fast damage accrues to Color squares based on how fast damage accrues

    I've decided that this probably isn't feasible, because it'd require maintaining a lot of extra time-based data and doing more calculations.

    January 3rd, 2009 @ 11:22 AM

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