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BOSS Hit Points PERCENTAGE to show without secondary interface being opened

Is it possible to show boss HP percentages in game without having us press "alt" or "c", "I" ---basically another interface just to check on the bosses HP percentage.
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  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    It just should have the percent number inside the bar, in some contrasting color, so we can always see it.
  • callumf#9018 callumf Member Posts: 1,710 Arc User
    Sorry, not trolling, but why would this be useful? You can judge the % remaining from the length of the red bar?

    I agree an actual % would make sense, and be a nice to have, but I cant see what the specific benefit would be :)
  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    Sorry, not trolling, but why would this be useful? You can judge the % remaining from the length of the red bar?

    I agree an actual % would make sense, and be a nice to have, but I cant see what the specific benefit would be :)

    Some bosses perform certain mechanics at specific hp thresholds. So if you know what percentage of HP they are at, you can predict what they will do.
  • callumf#9018 callumf Member Posts: 1,710 Arc User

    Sorry, not trolling, but why would this be useful? You can judge the % remaining from the length of the red bar?

    I agree an actual % would make sense, and be a nice to have, but I cant see what the specific benefit would be :)

    Some bosses perform certain mechanics at specific hp thresholds. So if you know what percentage of HP they are at, you can predict what they will do.
    Thank you. I sort of thought it was something like that, so they trigger at exact % hit points. I didn't know that. Thank you
  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited March 2020

    Sorry, not trolling, but why would this be useful? You can judge the % remaining from the length of the red bar?

    I agree an actual % would make sense, and be a nice to have, but I cant see what the specific benefit would be :)

    Some bosses perform certain mechanics at specific hp thresholds. So if you know what percentage of HP they are at, you can predict what they will do.
    Thank you. I sort of thought it was something like that, so they trigger at exact % hit points. I didn't know that. Thank you
    Sometimes it can be exact interrupting the boss action , or more common is with sequences, for example there is some attack sequence, bash bash slam, charge, repeat.. once crossing some HP threshold the phase (or some special attack or some change) will occur after the end of the current sequence instead of repeating it.
    So a slow damage group will see it practically at the %, a faster group may dip the HP lower.

    This can lead to interesting things like Orcus in Tomb with a lot of fast damage but just not enough to kill him outright, he will perform all his sequenced jumps (he is damage immune doing them) while everyone stand and watch because the group passed multiple % checkpoints very fast in the first not immune regular bashing sequence.

    But yes, the trigger is exact HP %
  • pitshadepitshade Member Posts: 5,665 Arc User
    What is really something is when group skips last 25% phase in Cradle and Acerack is attacking people trying to claim their chests.
    "We have always been at war with Dread Vault" ~ Little Brother
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  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited March 2020
    Planning ahead is higher "level" than simply reacting.

    Red -> move - is the basic NPC behaviour, depends only on simple reaction.
    Saving and timing daily, encounters, and artifacts takes more, and what sets players apart.
  • jules#6770 jules Member Posts: 709 Arc User
    Thats just a matter of repetition.
    - bye bye -
  • edited March 2020
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  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited March 2020

    micky1p00 said:

    Planning ahead is higher "level" than simply reacting.

    Red -> move - is the basic NPC behaviour, depends only on simple reaction.
    Saving and timing daily, encounters, and artifacts takes more, and what sets players apart.

    Red- move is what you understood from - all games mechanics have audio and video cues before-?
    Is the only game mechanic?
    And even red-move you must observe and decide if you better facetank this one or not and where to move and how to move.
    Adapting and innovating includes planning.
    .
    Just acting out a scripted plan is the definition of NPC.
    .
    I've shorten for the sake of brevity, in that hope that you can extrapolate from an example? Or I need to list every single reactionary item and every telegraph.

    Knowing the boss health bar and hence sequence change doesn't change that. Reactions are on the micro-sequence level, and done regardless of the bosses health percent. This is in seconds.

    Boss health is phases, that's on the macro sequence, you plan for those at long term, as in use daily or not, it's from 10s of seconds to minutes.

    I can script easily all that you described as "innovation", the more long term the plan the more it is complex, and more dynamic, within the limitations of the extremely static dungeons. The choice to use daily now or save it for 20 seconds for artifact CD is more complex than "face tank or not".
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