Machinations
Community
Product
Solutions
Academia
Resources
Pricing
Company
--- Auto-Generated Description --- This diagram models an interactive and complex resource management system inspired by character health and damage mitigation mechanics, possibly from an RPG game setting. At the core, it simulates how a character (like Geralt) receives different types of damage (Slash, Bludgeon, Pierce) and integrates a sophisticated gear selection system (No Gear, Ursine Armor, Enhanced, Superior, Mastercrafted) that impacts the calculation of damage reduction percentages for each damage type. Sources generate resources representing incoming damage of different types, which are then modulated by dynamic values in pools designated for damage reduction percentages. These values are influenced by changing the character's gear through a series of state connections, which calculate and adjust the damage reduction based on the selected gear type. Registers use formulas to quantify damage reduction and accordingly adjust the character’s health pool. The system employs drains to represent the consumption of health points as a result of received damage, integrating strategy by dynamically altering the character's survivability based on gear selection and received damage type. This simulation offers a comprehensive view of the interplay between gear selection and damage mitigation, providing insights into optimizing character performance against various types of damage.