My problem is that I want the result of the total damage to be based on the maximum life of my entity and his level (1-100), I mean that if the damage is 70, and the maximum life of the victim is 70, that a certain percentage be lowered without using floats or percentages.
Those are stats that im trying to use.
damagerDamage = 45
entityLevel = 1
maxEntityHealth = 45
This is the formula that ive been using.
totalResult = maxEntityHealth * damagerDamage / entityLevel
Its should be less, since im using the max Health in the formula, it goes crazy, so yeah i dont know what to do. Can anyone help me?
The problems results:
maxEntity: 45
totalResult: 2025
Here is something you are looking for.
damagerDamage = 45
entityLevel = 1
maxEntityHealth = 45
//Calculate the percentage of maxEntityHealth based on damagerDamage
percentageOfMaxHealth = damagerDamage / maxEntityHealth
//Apply the reduction based on entityLevel
reducedDamage = percentageOfMaxHealth * (100 - entityLevel)
//Round down the result to the nearest integer
totalResult = int(reducedDamage)
console.log("maxEntity:", maxEntityHealth)
console.log("totalResult:", totalResult)