Quote Originally Posted by Slashley View Post
However. This "x" is extremely high. Like, I wouldn't wonder if SR Nike - you know, the Hime you start the game with! - healed for 50%. Is that a fact? Well... no. Because these numbers aren't really recorded anywhere, since they're SO HIGH it's hard to find the breakpoint before you already reach the healing cap!
These numbers are actually recorded on the JP wiki - they're slightly spotty but covers most healers. SR Nike is actually the exception not the rule in terms of when you pass that break point. Nike U for example is only a 25% heal with 1800 cap, so the break point is 7200.

There are also two other things you need to consider:

1. There are sources of ascension that raises the healing cap but not the % healed, such as Sol AW's 3rd ability that makes the break point higher than at first glance.
2. Ascension weapons usually further RAISES the break point, NOT lowers it (e.g. Sol AW 33% 1800 heal has a break point of 5454, add 1 FLB Ascension (++) becomes a 39% 2520 heal with a break point of 6461 - adding more ascension further raises the break point)

I also call bullshit on that mere 33% from SSR Sol. That sounds reeaaally low and would require 5454 max HP to cap. Well, I guess everyone had that at the point that Sol Awakening came to be a thing...
Sol was my first mtix and my first AW. I was at around 6-7k hp when I had her. With her 3rd ability up, she should be healing for 2700. I distinctly remember that she healed for less than that and it made me wonder whether I was understanding her 3rd ability correctly and sent me researching on this precise issue we're discussing here. I didn't do any extensive testing, but 33% implies 2310 heal at 7k, which is consistent with my recollection of Sol only healing low 2k for me back then.

And since this is irrelevant garbage anyway, I will not bother testing it. Others are free to refute the JP wiki if they have hard evidence.

As far as Atum goes... you do realize that 10k HP is trivial to reach these days, right?
As I explained earlier, ascension will raise that break point. At max ascension, you're looking at 12k-13k break point depending what size ascension you're using assuming her heal is 2k. If it's 3k as stated by the JP wiki, the break point would be a whooping 18k-20k. Light isn't dark, we aren't flooded with defender weapons - if you missed the earlier events like Pheonix bow and Yule Goat axe, there aren't many great options for defender (which is why I keep running LB0 Tsuku bow in my grid and bought the St. Nick sword from ori shop as well as min-maxing eidolons to boost my base hp.)

Also, one application of ascension is turtle builds. It is actually difficult to hit 10k hp with extreme turtle builds 'cos you're usually using crappy weapons and eidos to make the whole thing work. These break points actually do bind if you're not careful in your ascension/defender ratios.

That's still exactly ONE HIME in the entire game. Is it really necessary to inform players of the interaction of that one single Hime, when for everyone else they reach the cap easily anyway?
If you don't have Atum, don't turtle or don't even use ascension, just ignore this information. If I exclude this information, someone with Atum can also come along and say my numbers are all wrong, the ascension on Olympian/UE weapons are very low because as you say, few ppl actually understands how healing works in KH. If I'm damned either way, I prefer to include more rather than less information.

Soooo... you're saying that you intend your spreadsheet to be read like "20% at full HP, and add 20% when at low HP"? Oh, okay. I don't see the reason why you would make your readers run through minor mental exercises like that instead of just presenting them a "20% at full, 40% at low", but fair enough, I guess?
If you want to know what the assault would be at X% HP, it's easier to have the numbers presented as base%/pride%, 'cos then the math is base% + X%*pride% - one multiplication and one addition. If I presented it as min%/max%, then calculation becomes min% + (max%-min%)*X% - that's one extra subtraction. Incidentally, listing base and pride multiplier separately is also how both the JP and EN wikis describe pride. Again, if I'm going to be damned either way, I choose the way that I personally find more helpful.

Something like this is never reliable, universal information though. Triggers and Overdrives may allow for that in some content, but won't allow for it in a lot of it.
I honestly don't understand the point of this statement. You asked me why I even bothered providing the pride multiplier, I replied with not one, but two examples of when it may be interesting to know the impact of pride and further stated that you're free to ignore that information if they do not apply to you and you're now criticizing one of my examples for not being universal (neither of my examples are universal btw, I mean, you CAN use Kali at full health, and lest I be accused of including information pertinent to exactly one hime, you can also use the following himes at full health and ignore that they're designed to not stay at full health: light Athena, Lugh, Tishtrya, Justitia, Nuwa (and everyone that's with her), Minerva, Ares and probably many others, these are just the ones I could think of off the top of my head.) Look, any time you take dmg, pride kicks in, how's that for universal? What is the impact of that? That's what the pride multiplier is there for.