making the game easier, one add-on at a time.
making the game easier, one add-on at a time.
While I can agree on the potential for cluttering up the UI, I don't quite see why it should cause any additional server load to have a slightly simple alteration done to the way our "current target health bar" is displayed, which can/should be pretty much client sided. From doing a quick image edit on a screenshot, just adding lines to signify every 5-, 10- and 25 percent increments, would hopefully enable players to determine more accurately the current HP percentages.
Proof in practice; What percentage is Cactuar Jaques in the edited image?*
It could even be made optional, with a on/off toggle option.
I must say that it also surprise me a bit, that the exact percentage value isn't already being sent to the client, and I somewhat still expect it to be, since it would to my logic be what the HP bars are currently sizing themselves after. At least the values for calculating the percentage should already be sent to the client, or the HP bars wouldn't know how to size themselves accordingly. It shouldn't be impossible/hard to display the #% on top of the HP bar, nor should it cause any additional server load as I see it. Such stuff can be handled locally by the client.
* Cactuar Jaques HP would be at about 65%, you were correct!
There are only two reasonable ways the server can be sending target HP values. Either the server is sending current HP and maximum HP already, in which case the *client* can perform the calculation, or the server is already sending % (which it did in XI, so that makes the most sense).
SE too scared of players wanting to skip P2 Garuda
The HP bars are sizeable, the server can't know how many pixels need to be filled in. The server gives either the percent or the actual HP amount and lets the client's UI system figure out what to show.In theory, the server gives only how many pixels should be in the bar, based on internal calculations.
There's really no other (intelligent) way to do it.
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