Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Let's see some examples:
a) If n=100, h(100)=80+f(100/5)=80+20=100. This was an expected value, because if we have all the hp, healing would not benefit us at all, in fact, we cannot heal if we have 100 hp.
b) If n=99, h(99)=80+f(99/5)=80+19=99. In this case, healing doesn't help either, we can remember that once we suffer damage, the maximum amount of hp we can aspire to is 99.
c) If n=1, h(1)=80+f(1/5)=80+0=80. This is the least amount of hp we will have after healing.
d) If n=20, h(20)=80+f(20/5)=80+4=84.
* . ' +:..:+ ' *
. * ☆☆☆ * Merry ' .
* ' +:...+....:+ Christmas
' ' ☆☆☆☆☆☆ Dash!* '
* * +:...:+@+:...:+ ' *
* . .☆☆☆☆☆☆☆ * ' * .
. +:..:+&+:...:+:...:+
* . ☆☆☆☆☆☆☆☆☆ * ' *
' . +:...:+♡+:...:+§+:..:+
. * ☆☆☆☆☆☆☆☆☆☆☆☆ ' *
.+:..:+♡+:..:+@+:..:+♡+:..:+
. . ▨ ' ' * *
. * . . '