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Injustice 2 Damage Counter and Why It Should Stay

stooki

Noob
A lot of people have been complaining about the damage counters not being in percent notation, but it's pretty obvious why presenting the actual damage done is a lot better for Injustice 2:

In Injustice 2, characters have different health points.

For example, Atrocitus has 1200 and Batman has 1000 (correct me if I'm wrong).

Let's think about it in this scenario:

Supergirl has a combo that does 300 damage. That is 25% of Atrocitus' max health but 30% of Batman's. It is a lot more convenient and more consistent to say that Supergirl has a 300 dmg combo rather than a 25% to Atrocitus/30% to Batman/27% to Aquaman/35% to Blue Beetle combo. (These percentages aren't necessarily true, I'm just using it as an example.)

so stop complaining about your "decimals"
 

Gamer68

Fujin!
Is health points only apart of gear? Like if we play competitive mode does everyone get 1000hp (100%) health?

Anyway, I personally haven't had any issues reading the damage counters. But honestly, it's not hard to see why people don't like it because the set up is kinda weird.

Individual attack gets it's own damage counter showcased below the health bar during a combo. So for an example: While you are comboing it's showing stuff like 40, then 60, then 20 until your combo ends. Then after the combo it finally shows the max damage of everything combined, which in this case would be 120 damage -- or 12% damage.

But honestly I can see where it would be hard to read during a match.
 

stooki

Noob
I'm not sure about competitive mode but in the character select screen I think it tells you your character health and it seems like the base health for all the characters vary with/without gear.
 

Gooberking

FGC Cannon Fodder
But that's not the information you are interested in when actually paying. What you want to know is the relative damage. The "how much of my objective is complete" number.

If you get handed a 500 and subtract that from a known life total of 1000 then what does that tell you? Why would I be doing that math? I'd be doing it so it could tell me I just did 50% damage, that I just made a 50% gain toward my goal. If that is what I really want to know then why can't the game just up and do the math for me? Why would I want to constantly look at my opponents life number every match and try to figure it out on my own? 500 of 1000 is easy math, but what happens when gear kicks in and my opponent is 1120 and I just did 240? How many people want to do that calculation every combo? My guess is right around not many.

I think the absolute numbers are probably super cool and useful in the labing sense, so we should totally keep them. I would say make it a preference, but I'm wondering if that causes issues with forcing players to deal with inconsistency. In lab though, you should be able to get the absolute damage by some means so optimal combos can be verified and determined regardless of the opposing character. Once you know what's optimal though, doing math just becomes more stuff to think about when you already have a lot to think about.
 
But that's not the information you are interested in when actually paying. What you want to know is the relative damage. The "how much of my objective is complete" number.

If you get handed a 500 and subtract that from a known life total of 1000 then what does that tell you? Why would I be doing that math? I'd be doing it so it could tell me I just did 50% damage, that I just made a 50% gain toward my goal. If that is what I really want to know then why can't the game just up and do the math for me? Why would I want to constantly look at my opponents life number every match and try to figure it out on my own? 500 of 1000 is easy math, but what happens when gear kicks in and my opponent is 1120 and I just did 240? How many people want to do that calculation every combo? My guess is right around not many.

I think the absolute numbers are probably super cool and useful in the labing sense, so we should totally keep them. I would say make it a preference, but I'm wondering if that causes issues with forcing players to deal with inconsistency. In lab though, you should be able to get the absolute damage by some means so optimal combos can be verified and determined regardless of the opposing character. Once you know what's optimal though, doing math just becomes more stuff to think about when you already have a lot to think about.
The math isn't hard. If you're doing 300 dmg and you know your opponents total hp you should know the % without really having to do any calculations. That being said I prefer no damage counters but it doesn't really matter. I'd be fine with it being a hud option. It's honestly irrelevant to gameplay.
 

zerosebaz

What's the point of a random Krypt?
It should be an option, something to use mostly to lab highest posible damage.
But I don't see the use of the game telling me my combo did 374 damage points every single time, how long will it take me to learn that? it is much more useful for it to tell me the percentage values, which are the ones that change depending on character and gear.
 

Error

DF2+R2
But that's not the information you are interested in when actually paying. What you want to know is the relative damage. The "how much of my objective is complete" number.

If you get handed a 500 and subtract that from a known life total of 1000 then what does that tell you? Why would I be doing that math? I'd be doing it so it could tell me I just did 50% damage, that I just made a 50% gain toward my goal. If that is what I really want to know then why can't the game just up and do the math for me? Why would I want to constantly look at my opponents life number every match and try to figure it out on my own? 500 of 1000 is easy math, but what happens when gear kicks in and my opponent is 1120 and I just did 240? How many people want to do that calculation every combo? My guess is right around not many.

I think the absolute numbers are probably super cool and useful in the labing sense, so we should totally keep them. I would say make it a preference, but I'm wondering if that causes issues with forcing players to deal with inconsistency. In lab though, you should be able to get the absolute damage by some means so optimal combos can be verified and determined regardless of the opposing character. Once you know what's optimal though, doing math just becomes more stuff to think about when you already have a lot to think about.
Look at the opponent's health bar?
 

TyCarter35

Bonafide Jax scrub
I honestly don't see anything wrong with IJ2's current dmg counter. But I do think the option for it to show dmg percentage instead should be there if people want it that bad
 
E

Eldriken

Guest
I see nothing wrong with it. It makes perfect sense if there's going to be varying health across the board with/without gear.
 

Gooberking

FGC Cannon Fodder
The math isn't hard. If you're doing 300 dmg and you know your opponents total hp you should know the % without really having to do any calculations. That being said I prefer no damage counters but it doesn't really matter. I'd be fine with it being a hud option. It's honestly irrelevant to gameplay.
"The math isn't hard" isn't a good enough reason to convince me I should have to incorporate some sort of vigilant behavior to eyeball my opponents max health every single time when it's completely avoidable. Is it worth knowing my opponent's life if I'm going to be all serious about the game? Sure. Then this is a game with a deliberate plan targeting casuals, and % seems more casual friendly to me.

Look at the opponent's health bar?
The combo report does a good job of giving you extra precision over what eyeballing the life loss gives you. I'm suggesting absolute precision isn't quite what is needed, but I'd still say any report is a really good thing.

I'm not sure I really care all that much one way or another, but so far I'm just not finding the arguments against using % all that persuasive. I do think it may have its good points, just not enough to completely do away with % over.

Not that it matters what I think. I'm not even sure where I fit into this game.
 
"The math isn't hard" isn't a good enough reason to convince me I should have to incorporate some sort of vigilant behavior to eyeball my opponents max health every single time when it's completely avoidable. Is it worth knowing my opponent's life if I'm going to be all serious about the game? Sure. Then this is a game with a deliberate plan targeting casuals, and % seems more casual friendly to me.


The combo report does a good job of giving you extra precision over what eyeballing the life loss gives you. I'm suggesting absolute precision isn't quite what is needed, but I'd still say any report is a really good thing.

I'm not sure I really care all that much one way or another, but so far I'm just not finding the arguments against using % all that persuasive. I do think it may have its good points, just not enough to completely do away with % over.

Not that it matters what I think. I'm not even sure where I fit into this game.
Name a single situation in which knowing the damage your combo did is going to change anything about how you play. Are you not going to do max dmg combos/punishes(also anyone with a lab knows their bnb damages)? The damage counter as either a % or raw number is literally irrelevant. Like I said if it was an option I'd turn it off. Just clutter.
 

stooki

Noob
I agree, it is completely irrelevant and the game could absolutely do the math for you but I was arguing for it in a sense that when people post their combos and/or guides containing combos its a lot more convenient to say how much damage it does rather than have to find out the % that it does for each character.
 
I agree, it is completely irrelevant and the game could absolutely do the math for you but I was arguing for it in a sense that when people post their combos and/or guides containing combos its a lot more convenient to say how much damage it does rather than have to find out the % that it does for each character.
I agree completely. No ones gonna post "here's a new 80% reset" in a game where hp values change. It's gonna be "here's a reset that does 823 dmg".
 
Street Fighter doesn't even display damage numbers. Where's the outrage for that?
Sf also has characters with different health pools and damage scaling based on remaining life totals. I think they don't show it because it's honestly character and matchup knowledge. Know your combos and damage, understand your opponents resources. Still unimportant but matters more in SF because of game mechanics.
 

UGL Preon

The Casual God
There's a lot of fighting games out there that don't do "Percent" for damage due to characters varying health. This isn't a complaint that's necessarily valid. If you're in the lab math would be easy since your in a no stress environment. And it's not like we don't already do math on frame data. Lol

And as the person above stated. I do think the User Interface is pretty meh at best. But it's a beta. More than likely improved by official release
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
But that's not the information you are interested in when actually paying. What you want to know is the relative damage. The "how much of my objective is complete" number.

If you get handed a 500 and subtract that from a known life total of 1000 then what does that tell you? Why would I be doing that math? I'd be doing it so it could tell me I just did 50% damage, that I just made a 50% gain toward my goal. If that is what I really want to know then why can't the game just up and do the math for me? Why would I want to constantly look at my opponents life number every match and try to figure it out on my own? 500 of 1000 is easy math, but what happens when gear kicks in and my opponent is 1120 and I just did 240? How many people want to do that calculation every combo? My guess is right around not many.

I think the absolute numbers are probably super cool and useful in the labing sense, so we should totally keep them. I would say make it a preference, but I'm wondering if that causes issues with forcing players to deal with inconsistency. In lab though, you should be able to get the absolute damage by some means so optimal combos can be verified and determined regardless of the opposing character. Once you know what's optimal though, doing math just becomes more stuff to think about when you already have a lot to think about.
But then the percentage would be inconsistent across characters (as the OP explained), and people would complain about that.

People love to complain about NRS games, no matter what gets fixed.