20 Jun, 2016, Hades_Kane wrote in the 1st comment:
I figure this is really more of a math question than anything… I can make do with most things I run into, but this is more advanced than I can figure out.
In a nutshell, I have a weapon whose damage will be reduced by the wielder's hp%.
The approximate values I'm aiming for is this:
90% hp = 100% damage 0% or 1% hp = 30% damage
My end result "range" is 30% - 100%, and my beginning range is 0 or 1 - 90.
I'm going to actually give a bonus to damage over 90%, and that will fall at a different "curve?" than the rest, so I'm just going to have a check for anything over 90, so I'm not worried how it skews above that.