Perform all damage calculations as they currently are and then at the end perform one additional calculation. Current Damage/(HP/20,000) Adding this calculation to the end of it all would take someone with 40k health and cut their damage in half. It would make someone with 20k health do the same damage. At the same time it would give someone running 15k health an increase of 33% to their damage actually creating a glass cannon build viability. Someone with 60k health would only do a third of the damage. Procs would work in the same way so that the more health you had the less proc damage you could achieve, which is really what got me started thinking down this path. This is really the only way to directly inversely affect damage and HP. It is a great way to balance the risk/reward factor of running high health or low health builds in regards to how much damage you can achieve.
Edited by Ranger209 on 10 May 2021 17:27