That is only assuming there is only one person playing. If there is more than one though..KholdStare88 wrote:Supposition: Hurt ≥ Heal implies no ceiling needed, because in the worst case scenario, there is already a ceiling of 5000.

Given Hurt ≥ Heal, T = starting total HP

=> Hurt - Heal ≥ 0

=> T - (Hurt - Heal) ≤ T

For all T, Hurt, Heal in the Natural Numbers, the above statement is true.

=> T is the supremum of the set of all possible total HP.

Since T is included in the set, it is a maximum.

If T is given a value of 5000, then the maximum is 5000.

Player 1 heals character A and hurts character B

Player 2 heals character A and hurts character C

Player 3 heals character A and hurts character D

...

Eventually repeating for x number of players, character A is allowed to heal indefinately, while B, C, D etc are eventually taken out. Thus the unfortunate need for a ceiling so that character A does not become a god(ess) and the game becomes a curbstomp, as, even when others are taken out, she is now too powerful for anything less than an equal group of players to take down, which turns the game into 'who can input faster' and confederation vs confederation instead of player vs player.

Even if Player n breaks away and hurts character A instead of the other options, it is little more than a speed bump and doesn't help the enjoyment for anyone not in the confederation.

We actually have a working model of this in Tenshi's performance in ISML this year, she continually wins her matches by large margins and when she didn't get the first necklace, people complained. It's not been seen fully if this continues to be in effect now that she's gotten her necklace for the year.