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Health Damage Asymmetry: Difference between revisions

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# '''Player Rewards:''' One of the most rewarding things a player can get is a stronger weapon or a more powerful attack. This makes it much easier to kill all the enemies you've previously faced, but to avoid making things too easy as the game progresses, the monsters in later areas need to have their HP ramped up quickly, so that the new weapon becomes par for the course, and the player has to seek a newer, better weapon.
 
In [[First -Person Shooter|FPSes]], scaling up both damage and HP is a legitimate way of increasing difficulty, since speed, reflexes and stealth are often a part of gameplay. They avert this trope more easily. [[Shoot 'Em Up]] games play it straight, especially with boss fights (see also [[Damage Sponge Boss]]).
 
Beware the [[Standard Status Effect]] known as Confusion, which can quickly kill a player character due to the damage a confused PC can inflict.
 
This is also the root cause of [[Redemption Demotion]], especially when considering how much the HP changes.
{{examples|Examples:}}
 
== [[First -Person Shooter]] ==
* Classic example: the original Doom had demons with many hundreds or even thousands of HP (the player's maximum, ever, is 400), yet with the exception of the Cyber Demon, none of them had attacks that come even close to the player arsenal's destructive power. As a result, the single player campaign tends to be reasonably mildly paced, while in multiplayer most fights are over in a matter of seconds. (and, with the introduction of the double barrelled shotgun in Doom 2, sometimes a fraction of a second)
* [[Halo]] Combat Evolved. Hearsay has it that the pistol wasn't supposed to be the death machine we met it as, but that someone accidentally changed its damage value right before shipping. Especially on Legendary, it makes the MC the glass-cannon version of this asymmetry.
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== [[MMORPG|MMORPGs]] ==
* MMORPGs tend to play this one straight, with players being able to deal ''more damage in one hit than their max HP can take'' and bosses having as much HP as a significant portion of the server's population ''combined''.
* ''[[World of Warcraft]]'' plays this straight with bosses, particularly raid bosses, which under most circumstances deal only a tiny fraction of their health as damage. However, since they're supposed to be fought by groups of 10, 25, or in the past ''40'' players to one, this tiny fraction is still enough to [[One -Hit Kill]] anyone not [[Stone Wall|built to take it]], and even they can expect take many, many times their total health in damage over the course of a fight. From the player perspective a respectable end-game damage output would enable many damage-focused players to kill themselves, on average, in about 5 seconds. Indeed, some of the most consistently dangerous abilities in the game are variations on the theme of reflecting players' attacks back at themselves or their allies.
** This was a huge problem in [[Pv P]] until the introduction of the resilience stat, whose sole purpose is to decrease the damage taken by other players. This comes almost purely from specialized gear, so a player without such equipment can still die ''very'' quickly.
* In ''[[Billy vs. SNAKEMAN]]'' Phase Battles, Phases have 5000 to 21000 HP and have a small chance of dealing one damage (two if it's the final boss) on any given turn. You have 1 to 6 HP and deal hundreds of damage a turn.
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=== Examples of Aversions ===
 
== [[First -Person Shooter]] ==
* [[First -Person Shooter|FPSes]] generally scale the enemy's damage and HP with difficulty level, and are often equal to the player on the hardest difficulties.
** For example in Deus Ex, where the player can take a few hits on early difficulties but can be instant killed by a head shot on the harder 'realistic' difficulty where damage is equal.
** This also applies in FPS games when you have difficulty mixed with friendly fire. For example, in ''[[Left 4 Dead]]'', you won't do too much friendly fire damage to your teammates on Normal while Advanced ups the damage a little bit. On Expert, friendly fire damage is 100%, which means you can cause the same amount of damage to a survivor as you would to a zombie. This can cause an instant knock down if you're not careful since most guns can do more than 100 points of damage and survivors will never have more than 100 health.
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* Tactical [[Role Playing Game|RPGs]] tend to avoid this, as most fights are often made up of the same types of characters and monsters that you can recruit for your own team. However, for non-recruitable bosses, they often raise the HP much more than they raise the damage output...
** ''[[Final Fantasy Tactics]]'' series
** ''[[Disgaea]]'' probably deserves special mention, as damage can rise to ridiculous levels (millions of damage per hit), but HP can as well. The damage output inevitably ends up overtaking the HP gain to the point where almost everything is a [[One -Hit Kill]], though.
** However, many Tactical RPGs (definitely ''[[Fire Emblem]]'' anyway) have this in a different form. Generally, the enemies will be much greater in number, but will be slightly weaker (except for the boss) or have poor strategy to compensate.
*** The [[Final Boss|Final Bosses]] of Fire Emblem games often still qualify, especially {{spoiler|Ashera}} from ''Radiant Dawn''.
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