I don’t know if this is already being done, but scaling ATP damage based on your max health would be interesting. To give you an idea, let’s say the default max health (70, I think?) is 1.0 scaling, and let’s say that the default damage is 5. This is just an example, but let’s say that you evolved and now you have 90 max health. Perhaps the scale would now be 1.02, and if you had, say, 390 max health (from quite a bit of evolving, though I got pretty close to that once, maybe even to that), then the scaling amount would be 1.39. 1.39 * 5 = 6.95 damage. However, if the scaling were 1.0 + 3.9, we would get 4.9, and 4.9 * 5 = 24.5 damage at whatever rate is currently in use. Do you think this would be a good idea? I’d give a code example, but I’m Belgium at coding in C++ and Lua - in fact, I know neither language. The only one I know a small amount of is Java, but that’s not used and I have no idea if the developers even know it, so a Java code example would be pretty much useless. Well, that’s it for now, comment if you want. And “ATP damage” is meant to be the damage incurred, at the current rate, when you have 0 ATP left and are dying from ATP loss.
That could be interesting… Makes sense, too.