Open chuckie-gelso opened 4 years ago
Food Wasted: Impossible to track for the opponent: can't tell the difference between eating a shark at 99 hp (waste) or eating an angler/brew at 99 hp (actual heal). Possible for the player, but very tedious - I don't think it's worth the trouble personally. I'd have to manually specify all food's heal values, constantly check the inventory to see what was consumed, and see if their health increased as much as the food heals. It's a pretty intensive process for what it's worth.
HP Healed: Should be simple just going off of the damage dealt, but I don't know if it warrants its own statistic considering it'll always be similar to the opponent's damage dealt. HP Healed should always just be (damageTaken [aka opponent's dmg dealt] - hpLvl), at least, if they started the fight at max HP. This is how I would implement it because I can't specifically track the opponent's heals or their health. This would include heals from natural regen and blood barrage, or blood fury amulet, which I would imagine is ideal. It would also be slightly higher due to overhit, e.g if you have 30hp and get AGS'd a 70, it would falsely assume you healed an extra 40hp (likely able to roughly/imprecisely fix this). It can't be done more precisely than that for the opponent. Could do something more specific for the player, tediously as described above for food wasted.
I won't be doing food wasted, but I'll gladly merge it if someone else wants to. HP Healed is no problem but I don't think it's worth it since it's just damageTaken-hpLvl, and wouldn't even be fully accurate. What do you think?
In the next update, HP healed will be added for only the current/client player (yourself). I was able to simply and accurately track this by tracking hitpoints level changes. Not reliably tracked for the opponent as I described above, but can be closely estimated using damage dealt as described.
figured these are helpful stats to understand why you may lose a fight with seemingly more damage dealt