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** ''VideoGame/QuakeII Mission Pack: The Reckoning'' and the 2023 remastered edition's ''Call of the Machine'' expansion have the Trap item. It turns any monster or player into [[ImAHumanitarian health cubes]]. It has the ability to [[HoistedByHisOwnPetard turn the user themself into one. However, managed correctly, these cubes overheal past [[BeyondTheImpossible even the 200HP maximum cap]], the health doesn't degenerate unlike the Megahealth (unless the Megahealth itself is picked up, in whose case it does degenerate until the maximum cap at that moment) and, since it counts as a weapon rather than an item, the user can carry several at the same time.

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** ''VideoGame/QuakeII Mission Pack: The Reckoning'' and the 2023 remastered edition's ''Call of the Machine'' expansion have the Trap item. It turns any monster or player into [[ImAHumanitarian health cubes]]. It has the ability to [[HoistedByHisOwnPetard [[HoistByHisOwnPetard turn the user themself into one.one]]. However, managed correctly, these cubes overheal past [[BeyondTheImpossible even the 200HP maximum cap]], the health doesn't degenerate unlike the Megahealth (unless the Megahealth itself is picked up, in whose case it does degenerate until the maximum cap at that moment) and, since it counts as a weapon rather than an item, the user can carry several at the same time.
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* ''VideoGame/{{Nexuiz}}'' [[SpiritualSuccessor and]] ''VideoGame/{{Xonotic}}''[='=]s health doesn't really have a cap, so players could pick up plenty of health items and reach big HP numbers, at the catch that the bigger the number is, the faster the health degenerates to the default 100 HP after some seconds passed without picking up items or being attacked. [[InvertedTrope The reverse is also true]], as health regenerates if it's below 100 (but players will still be fragged [[CriticalExistenceFailure the moment it reaches zero or less]]) and some seconds pass without picking up items or being attacked.

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* ''VideoGame/{{Nexuiz}}'' [[SpiritualSuccessor and]] ''VideoGame/{{Xonotic}}''[='=]s health doesn't systems don't really have a cap, so players could can pick up plenty of health items and reach big HP numbers, at the catch that the bigger the number is, the faster the health degenerates to the default 100 HP after some seconds passed without picking up items or being attacked. [[InvertedTrope The reverse is also true]], as health regenerates if it's below 100 (but players will still be fragged [[CriticalExistenceFailure the moment it reaches zero or less]]) and some seconds pass without picking up items or being attacked.
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There's a folder for tabletop games, which are also not video games.


[[folder:Non-Video-Game Examples]]

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[[folder:Non-Video-Game [[folder:Non-Game Examples]]
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Null edit, Crosswicking
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* In ''VideoGame/PokemonSleep'', Pokémon with max 100 Energy or more can still gain 1 Energy from meals, but after that it can't be increased further.
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* ''VideoGame/{{Turok}} 2: Seeds of Evil'', the normal health cap is 100, and this is respected by the 10 health and Full Health pickups, however the common 2 health and very rare Ultra (=100) Health pickups instead have a cap of 200.
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* ''VideoGame/ZeroRanger'': In GREEN ORANGE / Normal mode, destroying enemies in quick succession will raise your ScoreMultiplier, up to a maximum of ×6.4. However, once you unlock your fighter's mech form, you can use your mech form's attacks to "Overload" your multiplier, up to ×12.8 (which is no easy feat, since your mech can only use melee attacks). However, the multiplier timer lasts shorter while in Overload, and once it empties out, you drop back to ×6.4 and below.

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* ''VideoGame/ZeroRanger'': In GREEN ORANGE / Normal mode, destroying enemies in quick succession will raise your ScoreMultiplier, up to a maximum of ×6.4. However, once Once you unlock your fighter's mech form, you can use your mech form's attacks to "Overload" your multiplier, up to ×12.8 (which is no easy feat, since your mech can only use melee attacks). However, the multiplier timer lasts shorter while in Overload, and once it empties out, you drop back to ×6.4 and below.
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* ''VideoGame/ZeroRanger'': In GREEN ORANGE / Normal mode, destroying enemies in quick succession will raise your Score Multiplier, up to a maximum of ×6.4. However, once you unlock your fighter's mech form, you can use your mech form's attacks to "Overload" your multiplier, up to ×12.8 (which is no easy feat, since your mech can only use melee attacks). However, the multiplier timer lasts shorter while in Overload, and once it empties out, you drop back to ×6.4 and below.

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* ''VideoGame/ZeroRanger'': In GREEN ORANGE / Normal mode, destroying enemies in quick succession will raise your Score Multiplier, ScoreMultiplier, up to a maximum of ×6.4. However, once you unlock your fighter's mech form, you can use your mech form's attacks to "Overload" your multiplier, up to ×12.8 (which is no easy feat, since your mech can only use melee attacks). However, the multiplier timer lasts shorter while in Overload, and once it empties out, you drop back to ×6.4 and below.
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* ''VideoGame/ZeroRanger'': In GREEN ORANGE / Normal mode, destroying enemies in quick succession will raise your Score Multiplier, up to a maximum of ×6.4. However, once you unlock your fighter's mech form, you can use your mech form's attacks to "Overload" your multiplier, up to ×12.8 (which is no easy feat, since your mech can only use melee attacks). However, the multiplier timer lasts shorter while in Overload, and once it empties out, you drop back to ×6.4 and below.

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