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m (converted first Math equation to use underset instead of matrix align because I was trying to correct the adding of this page to the "deprecated tags" category, but it looks like it was simply the '%' signs that needed to be escaped; nevertheless I think both the markup and presentation are better this way) |
(added info on hypo regen rate – weirdly I cannot find where the accelerated regen rate is coming from in either the code or the data… it's based purely on observation) |
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\underset{\text{overpower hypo strength}}{100\%} * \underset{\text{max HP}}{200} * \underset{\text{remaining hypo}}{80\%} = \underset{\text{HP added}}{160} | \underset{\text{overpower hypo strength}}{100\%} * \underset{\text{max HP}}{200} * \underset{\text{remaining hypo}}{80\%} = \underset{\text{HP added}}{160} | ||
</math> | </math> | ||
If you're looking for the speed at which a hypo heals a character, it's not in ONGS but rather in each character's class data: {{SectionLink|OBD:ONCC|Inventory settings}}. However we can save you the trouble by telling you that the number is always set to 6. This is the tick delay between each +1 HP, meaning that if a hypo is going to heal you by 50 HP then it will take 6 * 50 = 300 ticks (5 seconds). However healing is greatly accelerated in overpower mode, regenerating health at 1 HP per tick. Thus a hypo will raise Konoko's health from 200 HP to 400 HP in only 200 ticks (3.33 seconds). | |||
===Damage factors=== | ===Damage factors=== | ||
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</math> | </math> | ||
This will of course only last momentarily, as characters in overpower mode lose 6 HP a second after the hypo finishes raising their HP to its final point. | This will of course only last momentarily, as characters in overpower mode lose 1 HP every 10 ticks (6 HP a second) after the hypo finishes raising their HP to its final point. | ||
===Health colors=== | ===Health colors=== | ||