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1A {{Stock RPG Spell|s}} whose damage is proportional to the target's current HP; the most common forms will reduce the opponent's HP by 1/4 (or 1/2) of its current value, weakening the target without killing it.
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3Like a FixedDamageAttack, these attacks ignore the game's usual damage calculations altogether, with the only variable being whether or not the attack actually ''hits'' the target to begin with.
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5Naturally, a character at full HP will receive the most raw damage, while characters with low HP will receive hardly any whatsoever. Whether or not this attack is capable of actually ''landing'' the killing blow varies by system: The amount of damage inflicted is typically rounded down, so a character reduced to their last HitPoint might receive no damage whatsoever (unless ScratchDamage is required, or if ElementalRockPaperScissors gives it a boost).
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7Sadly, most Percent Damage Attacks become a UselessUsefulSpell in the hands of the player: Despite that [[HealthDamageAsymmetry enemies have more HP than the heroes]] (meaning the attack can inflict greater damage), enemies will frequently evade the attack or simply be resistant to them ([[TheComputerIsACheatingBastard as a rule]]), and Bosses have ContractualBossImmunity against it or have large enough HP pool that any damage the spell does to them usually ends up being {{cap}}ped, meaning they're not any more effective than any other single-hit spell or attack that hits the cap as well.
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9An occasional variant is calculated using a percentage of the target's ''maximum'' HP, rather than their ''current'' HP. This is common for percent-based DamageOverTime. Since these types of attacks often kill their targets quickly when left unchecked, some type of NecessaryDrawback is implemented to balance it, like a {{Cap}} on said attack's maximum damage.
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11Compare HPTo1, a more extreme attack that removes all ''but'' the last HitPoint from its target. If the damage percentage is 100% then you have a OneHitKill. Contrast RandomizedDamageAttack and SituationalDamageAttack.
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13----------
14!! Examples
15
16!! Role-playing games
17* The ''Franchise/FinalFantasy'' series has many examples and frequently classifies them as a "gravity" element, featuring versions that remove 25%, 50%, or 75% of the opponent's HP. Some can target multiple foes simultaneously, and are far more likely to succeed when used against your party members than against monsters.
18** The Blood Sword of ''VideoGame/FinalFantasyII'' drains 1/16th of the target's max HP per hit, making it [[GameBreaker ridiculously powerful]] against bosses. Enemies' HP-draining physical attacks in the original Famicom version worked the same way.
19** The Demi, [=Demi2=] and Drain spells in ''VideoGame/FinalFantasyTactics'' do 25% (Demi and Drain) or 50% ([=Demi2=]) of the target's ''maximum'' HP, which is especially significant as the Lucavi boss monsters are fully vulnerable to them, averting ContractualBossImmunity. In a bit of ArtificialBrilliance, said bosses ''know'' how dangerous these attacks are, and will [[ShootTheMageFirst treat any units who know those spells as priority targets]].
20** In ''VideoGame/FinalFantasyVII'', ContractualBossImmunity is avoided for some flying bosses, who only have a 50% damage reduction from it instead (including one of the two {{superboss}}es). Also, there is at least one enemy that ''absorbs'' gravity attacks as HP: Master Tonberry.
21*** Some monsters in ''Final Fantasy VII'', including a mini-boss, are ''weak'' to gravity, which means that a 50% damage attack is effectively a one-hit kill if the monster's HP is less than the 9999 damage cap.
22*** There is also one BossInMookClothing whose HP total is so high that gravity spells, while still effective, repeatedly hit the damage {{cap}} of 9999.
23*** The FinalBoss has an attack with [[SlapOnTheWristNuke a spectacular animation]] [[OverlyLongFightingAnimation that takes about two minutes to complete]]. It seems like an attack that should achieve an easy TotalPartyKill, but in fact all it does is take off 15/16 of each of your characters' current HP, so it's actually incapable of killing anyone.
24** In ''VideoGame/FinalFantasyIX'' and ''VideoGame/FinalFantasyXII'', gravity-based damage is calculated based on an opponent's ''maximum'' HP rather than their ''current'' HP.
25** One of the first battles of ''VideoGame/FinalFantasyX'' involves an boss whose only attack is ''Demi'', which is a gravity-based attack that does damage equivalent to a quarter of each character's current HP. Anyone who knows Achilles and the Tortoise knows this boss can't possibly kill you with this attack alone. [[HotWitch Lulu]] (or anyone with the correct items and/or sufficient level grinding) can learn this spell later.
26*** Several Sinspawn battles (particulary Gui and the power cores) use similar Gravity attacks. The most powerful ones pull out a much deadlier version called ''Gravija'', which cuts HP down to critical level, and then use an area-of-attack elemental spell to [[TotalPartyKill finish the job]].
27** ''VideoGame/FinalFantasyX2'' has both flavors of percent-based attacks all over the place.
28* In ''VideoGame/FinalFantasyCrystalChronicles'', the "Gravity" spell can be used once per battle against a few bosses to inflict a percentage of damage. It also temporarily immobilizes airborne opponents after damaging them, making them easier to defeat.
29* ''VideoGame/BravelyDefault'' has Bone Crush, which deals damage equal to the difference between the user's maximum and current HP. If the targets are at full or near-full HP, they take ScratchDamage, while if they have half their remaining HP or less, it's a OneHitKill. You can get the spell yourself late in the game as BlueMagic (or the equivalent thereof). It also has Dark Breath, Dragon Breath, and Minus Strike, which are somewhere between this and FixedDamageAttack. Dragon Breath deals damage equal to the user's current HP, while the other two deal damage equal to the difference between the user's maximum and current HP. [[HealthDamageAsymmetry (Unfortunately for you, those two are also used by bosses....)]]
30* In ''VideoGame/Persona4'', while most Light element attacks are instant kills, one attack called "God's Judgement" reduces the target's current HP by half. Being part of the Light element, it can still be nullified/reflected by an appropriate Persona.
31** ''VideoGame/{{Persona 5}}'' has an identical attack, albeit named "Divine Judgement" instead. There also exists Demonic Decree, an identical spell but under the Curse family of attacks. Though these don't work on bosses if you use them, they ''do'' work if you can reflect it when a boss uses it on you.
32** In ''VideoGame/Persona3Reload'', The FinalBoss' final stage has the special attack Apocalypse, which deals 99% of the party's HP as damage, leaving them in the single digits. Fortunately, this can be easily remedied with a Mediarahan, Salvation, or a Bead Chain.
33** In ''VideoGame/DigitalDevilSaga'', ''most'' Hama/Expel spells reduce HP by a percentage with a decent chance of working (both of those depending on the spell), but they will always hit enemies weak to them (Mudo/Death remains a OneHitKill).
34* The "Super Fang" move in ''Franchise/{{Pokemon}}'' reduces the opponent's current HP by half, always doing at least 1 HP of damage. It's most useful when trying to catch a wild Pokémon, allowing the player to inflict ScratchDamage with minimal risk of knocking out the opponent. It is not affected by the game's ElementalRockPaperScissors beyond the fact that "Ghost"-type opponents are immune to its element.
35** "Nature's Madness", the signature move of the Tapus, is identical to Super Fang aside from being Fairy-type, a type nothing is immune to. The Tapus also have a signature [[LimitBreak Z-Move]], "Guardian of Alola", which reduces the target's health by 75%.
36** The moves "Crush Grip" and "Wring Out" obey the standard damage formula (attack/defense power, ElementalRockPaperScissors, chances of a CriticalHit), but their base attack power is proportional to the opponent's percentage HP. If one strike reduced the opponent's HP by half, the next strike will only hit for half as much.
37** Cramorant's "Gulp Missile" deals damage equal to 25% of the opponent's total HP rounded down. Unlike the other Pokémon examples, however, "Gulp Missile" is a passive effect, not an attack, triggered by Cramorant getting hit under certain conditions, and it can have different non-damage effects too, such as the occasional chance of Paralysis if said missile is Pikachu rather than the usual Arrokuda.
38** In the ''VideoGame/PokemonMysteryDungeon'' spin-offs, collateral damage caused by [[ActionBomb "Selfdestruct" and "Explosion"]] is always 50% of the teammate's current HP (or if they are Fire-type, 25%).
39* ''VideoGame/WorldOfMana'':
40** In ''VideoGame/SecretOfMana'' characters inflicted with "[[TakenForGranite Petrify]]" status also lose 50% of their current HP as an immediate side effect.
41** The Moon Benevodon Dolan in ''VideoGame/TrialsOfMana'' possesses an attack that reduces a party member's current HP by half.
42* The Eclipse Dark Tome reduces the target's HP by half in ''VideoGame/FireEmblemTheBlazingBlade'' and ''VideoGame/FireEmblemTheSacredStones''.
43* In addition to various HPTo1 attacks, ''VideoGame/ChronoTrigger'' features several bosses (mainly Dalton and his Golems) who use attacks that drop your health to half of its current state.
44* ''VideoGame/{{Runescape}}'' has enchanted ruby bolts which have a chance to take away 20% of opponent's health from the enemy at the cost of decimating player's health. They're used to take down some of the stronger enemies.
45* ''VideoGame/GoldenSun'''s summons use the target's max HP to calculate damage, but they also have a fixed base power.
46* [[InvertedTrope Inverted]] in ''VideoGame/TalesOfMajEyal'': the Chronomancy spell "Echoes from the Past" deals damage equal to a percentage of the damage the target has already taken rather than how much HP it has left.
47* Gnostic abilities in ''VideoGame/TheLogomancer''. A 50% one is a reward for completing an early {{Sidequest}}, and one [[OneHitKill inflicting 100% damage]] can be learned by level up. (Certain enemies also have a variant that inflicts 99% damage.) Interestingly, [[ContractualBossImmunity bosses are not completely immune]], just heavily resistant, so they can still be useful against them.
48* [[UniversalPoison Continuous Damage]] in ''VideoGame/SummonersWarSkyArena'' deals exactly 5% of the target's health per turn. Notably, it works on even the bosses, and is the only viable way to kill the [[DamageSpongeBoss Water Guardian]].
49* ''VideoGame/LufiaIIRiseOfTheSinistrals'' and ''VideoGame/LufiaTheLegendReturns'' have [[LimitBreak IP attacks]] that do damage equal to a percentage of the target's current HP. Notably, they always avert ContractualBossImmunity and are typically necessary for overcoming otherwise {{Hopeless Boss Fight}}s or {{Time Limit Boss}}es.
50* The ''Franchise/KingdomHearts'' games use the Gravity spells from ''Franchise/FinalFantasy'' as well with their strength being determined by how high Sora's max MP to remove a percentage of remaining HP from bosses, with the added benefit of also flattening enemies and leaving them unable to attack. Although [[ContractualBossImmunity most bosses are immune]].
51* All Creator/NipponIchi tactical [=RPGs=] (like the ''VideoGame/{{Disgaea}}'' series) have a poison status effect that each turn inflicts damage based on the target's max HP.
52* The ''VideoGame/MightAndMagic'' series has the "mass distortion" spell that deals a percentage of the target's current health as damage. Usually the damage starts at 25%, and increases based on the casting character's earth magic skill.
53* ''VideoGame/FellSealArbitersMark'' has several attacks which inflict damage equal to a fraction of the target’s current health, like the Knight class’s Heavy Hit (1/3) or the Peddler class’s Painful Trap (1/2).
54* Sir Gareth, a sage-class Knight of the Round Table, in ''VideoGame/KingArthurTheRolePlayingWargame'' has the spell Dragon's Breath. This fantastic attack will halve the hit points of any enemy unit (including any heroes in that stack), making them much easier to defeat. This and other abilities that Sir Gareth has is an indicator of just how powerful a Knight is in the game, as Sir Gareth is gained early - he's only the third recruitable knight amongst many in the game.
55* ''VideoGame/GranblueFantasy'' has a few characters and summons (and several raid bosses) with attacks that deal non-elemental damage equal to a percentage of the target's current health. One example is Michael's summon, which at maximum strength shaves off 5% of all enemies' current health (or 999999 if 5% is higher than that).
56* ''VideoGame/EldenRing'' has two different types of percent damage attack. [[DamageOverTime Bleed, Frostbite, and Madness]] instantly deal a percentage of the target's maximum health when they proc, with Frostbite dealing a lesser percentage but also applying a DamageIncreasingDebuff to the enemy for a short time, and Madness also depleting a percentage of the target's ManaMeter (which is only a problem for you since enemies have unlimited mana) but can only affect humans. [[TechnicolorFire Black Flame]] and [[spoiler:the dark red flames of Destined Death]], on the other hand, both deal percentage-based DamageOverTime, with the latter also causing MaximumHPReduction on top of that.
57* ''VideoGame/UltimaI'': Mondain can cast psyonic shock, which damages for 1/32 of the player's current hit points. However, if the spell would inflict more than 255 damage, it'll be affected by an OverflowError.
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59!! Other genres
60* ''VideoGame/TwentyMinutesTillDawn'' has the Frostbite skill. If you afflict an enemy with the frozen status, they lose 15% of their maximum health while bosses lose only 1%.
61* In the first ''VideoGame/{{Civilization}}'', nukes destroy ''exactly'' half of a town's current population, including defending units and one significant structure.
62* ''VideoGame/DevilMayCry5'': If your Vitality Gauge is depleted, picking the third Red Orb revival choice (which is usually the most expensive) also creates a flash that takes away 50% of the enemies' current health, but without killing them even if they have a sliver of health left.
63* The Sorceress in ''VideoGame/DiabloII'' has the Static Field skill, which does damage equal to 25% of target's current HP including bosses. Resistances and immunities apply. On Nightmare and Hell difficulties, this skill cannot reduce the health of enemies below 33% and 50% respectively. Against other players, it does only 4.375% damage after applying [[PlayerVersusPlayer PvP]] damage reduction.
64** The Crushing Blow item modifier provides a chance to reduce the HP of target monster, boss, or hostile player by 1/4, 1/8, and 1/10 respectively with each successful attack. This works with ranged attacks but the effect is halved.
65* Some of the games in the ''VideoGame/{{Worms}}'' series have the Battle Axe, which halves the victim's current health. This percentage can actually be changed via the power setting in the scheme editor from as low as a quarter to as high as three quarters, making it a decisive weapon in high HP schemes or if that one bugger is hoarding all the health. If you want to get really creative, you could slice your own team's health down with the axe and then follow it up with the Scales of Justice to bring your enemies down as well.
66* In ''[[VideoGame/DeadlyRoomsOfDeath DROD]] RPG: Tendry's Tale'', stepping on a hot tile takes 5% of HP; stepping through an Aumtlich beam takes 50%. Optimisation often requires leaving healing potions untaken so your HP is low when you incur the percentage attacks, then taking them afterwards.
67* ''VideoGame/DefenseOfTheAncients'' and ''VideoGame/Dota2'':
68** ''Life Break'', Huskar's ultimate which does this to [[CastFromHitPoints himself]] as well as his opponent. Self-damage damage he takes used to be reduced as the ability was leveled up, but now it actually increases too [[SelfHarmInducedSuperpower which actually is a buff]] because of the effects of ''Berserker's Blood'' increasing as [[CriticalStatusBuff Huskar's health lowers]].
69** Necrophos specializes in these kinds of attacks: ''Heartstopper Aura'' slowly drains away a small bit of health based on the target's max HP, and ''Reaper's Scythe'' deals extra damage based on missing HP, fitting with its status as a FinishingMove.
70** This kind of damage, applied to a hero's right clicks, can make them a carry. Lifestealer's ''Feast'' lets him rip through opponents with high [=STR=] and/or items giving a lot of health, and pre-rework Viper's ''Nethertoxin'', while increasing at set points, functioned as a "damage increases as enemy HP decreases" effect that would quickly bring down anyone under 20% HP, since the damage scales exponentially and the bonus damage from only two attacks at that point deals about the same amount of damage as a standard damage dealing spell (on the other side, it was useless at the starts of fights).
71** Phoenix's ''Sun Ray'' both damages enemies and [[HealingShiv heals allies]] while gradually growing stronger with time spent channeling it.
72** Enigma's ''Midnight Pulse'' is a potent area denial effect that deals percent damage to everyone standing in its radius - or just quickly slap it down before using ''Black Hole'' to hold enemies in for free damage.
73** ''Firestorm'' of Pit Lord/Underlord has just a small bonus of percent damage burn alongside its flat base damage, but it can add up thanks to his survivability keeping him alive and casting it over and over.
74** Zeus used to have ''Static Field'' as a passive that skimmed off a percentage of '''current''' health, but its effect has been rolled into ''Arc Lightning'' in addition to granting ''Thundergod's Wrath'' a damage bonus for a percentage of '''maximum''' health.
75** Venomancer's ''Noxious Plague'' lets him choose an enemy to infect that will be slowed and take percent damage, then when it ends either by timing out or by the primary target dying a non-communicable version of the plague spreads to other nearby enemies (ie. victim's allies). Another of his skills, formerly a regular ultimate but now reworked into an Aghanim's Scepter unlock, is ''Poison Nova'' which which despite high percent based damage and magic resistance debuff cannot actually kill on its own.
76** Timbersaw's ''Whirling Death'' afflicts enemies hit by the skill with a debuff dropping a percentage of their main attribute. For Strength and Universal heroes, it's responsible for lowering Strength, which is responsible for raw [=HP=].
77** Winter Wyvern's ''Arctic Burn'' for a short while grants her flying movement, increased attack range and making said attacks frostburn enemies, which hurts with percent damage and slows. This effect is applied through a debuff, meaning it cannot be stacked on the same target by more attacks.
78* ''VideoGame/DotaUnderlords'': Kaden's Sword replaces the regular attack damage of a who equips it with a max-percent damage hit. The assembled [[PowerOfTheVoid Void alliance]] grants just a chance to add a max-percent damage bonus alongside attacks to any hero in the team.
79* ''VideoGame/DungeonFighterOnline'': Most endgame bosses, especially those in raids, have attacks that chunk a percentage of the player's maximum health. This is ostensibly to encourage avoiding attacks and to discourage tanking through them with large health pools and/or heals from classes that aren't explicitly a SupportPartyMember.
80* In ''VideoGame/HeroesOfTheStorm'':
81** Many heroes can pick talents that cause their basic attacks to deal extra damage based on the target's maximum health, most commonly being [[https://heroesofthestorm.fandom.com/wiki/Giant_Killer Giant Killer]] and its variants, which deal anywhere between 1.5% to 3% of the target's HitPoints as damage.
82** [[VideoGame/DiabloIII Kharazim]] can use one of of his two [[LimitBreak heroic abilities]], Seven-Sided Strike, to deal 7% of the target's HitPoints as damage [[RuleOfSeven seven times]] to enemy heroes in an area. Given that he's primarily a CombatMedic, the ability damages the highest-health target in the AreaOfEffect each strike, so it's generally going to soften targets up rather than get kills. However, if you can get an enemy isolated, Seven-Sided Strike can kill any hero in the game by itself.
83** [[VideoGame/DiabloIII Malthael]] is this trope taken to its LogicalExtreme. His trait, Reaper's Mark, marks enemy non-structures he damages with basic attacks, causing them to take an additional 2.5% of their max health in damage every second for 4 seconds. And one of his heroic abilities, Last Rites, damages a target based on their missing HP, making it a FinishingMove if the target has less than 33% of their max HitPoints remaining.
84** Where Malthael is great at whittling targets down, [[VideoGame/StarcraftII Tychus]] is the premier burst tank-buster. His trait, Minigun, can be activated to let him to deal 2.5% of the target's max HP per basic attack for three seconds. He attacks four times per second by default (With a particular quest talent, this is taken up to five times per second), meaning that that is a whopping 10% of the opponent's max health gone ''per second''. He also gets a variant of Giant Killer for one of his level 16 talents (which does stack with Minigun), and the Titan Grenade talent applies this to his Frag Grenade, which makes it inflict 5% of the target's maximum health as extra damage.
85* Pretty much a staple of ''VideoGame/LeagueOfLegends'' in several variations as below. Designed as a major tactical decision for a player, since percent damage works extremely well against characters with lots of HP but few other defenses, but is very ineffective against people with low HP that rely on healing or armor to defend themselves. Certain types of percent damage attacks are more common for certain archetypes:
86** Damage set at a percent of target's current HP level, usually used by champions gearing up to kill HP tanks (e.g. Dr. Mundo's cleaver, Liandry's Torment).
87** As a percentage of total HP, usually used for offensive spells to discourage buying HP in favour of resistances (With exception to Vayne, whose total HP based damage passive ability deals true damage and cannot be reduced).
88** As a percentage of the caster's own HP, often owned by tank characters to encourage buying HP boosts (Sejuani, Shen)
89** As a percentage of the target's missing HP and usually called an "execute", used by assassins (e.g. Kha'zix) to finish off foes one-on-one (damage increasing the longer the fight goes on instead of decreasing.)
90** There is also percentage healing: Soraka's healing abilities are increased by 1% for every 2% of the resource the target is missing, Zac heals 4% of his maximum health if he collects the blobs shed by casting spells, and Dr. Mundo does both damage and healing by spending 20% of his current health to heal up to 60% of his maximum health.
91* ''VideoGame/Villainous2011'': The bog tower inflicts a small percentage of damage over a large area of effect, while the holy tower inflicts a larger percentage at a single target within range. Both of these can be negated with a cleanse warlock's aura.
92* ''VideoGame/WarcraftIII'': The Death and Decay spell damages for 4% of a unit's total life per second, and can be channeled for up to 35 seconds.
93* Played with in ''VideoGame/TeamFortress2'', where the Spy's BackStab does damage equal to a certain percentage of the target's health--namely [[ThereIsNoKillLikeOverkill 200%]] of it. And it has a 100% chance to {{crit|icalHit}}, making the effective damage 600%. For most purposes this makes it indistinguishable from a OneHitKill, but in certain conditions (most notably using the Dead Ringer before it was {{nerf}}ed) the target may have enough DamageReduction to survive the hit.
94* Several monsters in ''VideoGame/PuzzleAndDragons'' have percentage damage active skills, which take a percentage of the current health of all opponents, though these skills will have longer cooldowns at higher potencies. Several dungeon monsters have this among their attack, going as far as [[ThereIsNoKillLikeOverkill 1000%]], something that can only be tanked by either a damage nullifying active or stacking damage shield leader and active skills, and there are only a handful that can do that.
95* ''Roleplay/OutpostDefenders'' has many items that deal a percent of the target's health. Usually, they are more expensive than other items, and they often only deal around 10% damage, making them only good for bosses.
96* Enemies in ''VideoGame/CrashFever'' are able to do this, with how large the percentage is and whether it is based on your current or max hp varying from quest to quest. Some of your units can also do these kinds of attacks as well, mostly through skills.
97* ''VideoGame/CommandAndConquerRedAlert'': The [[EarthquakeMachine M.A.D. Tank]] is the only unit in the game that deals percent-based damage. It hits all enemy and ally vehicles and structures in a wide area around it before self-destructing, dealing around 35% of their ''max HP'' in damage. This means that three M.A.D. tanks clumped up together are pretty much guaranteed to kill all vehicles and structures around them if they blow up in quick succession.
98* ''VideoGame/LobotomyCorporation'' has pale damage, a Percent Damage Attack ''Type''. 1 point of pale damage means losing 1% of an employee's maximum health; therefore, receiving 100 points of pale damage is invariably fatal. [[ContractualBossImmunity Against an Abnormality]], however, it merely deals standard damage, like any other attack type.
99* ''VideoGame/KingdomRush Vengeance'': Ice dragon Eiskalt has the "Ice Peaks" skill, which summons a wave of icicles that jut out of the ground dealing 30% of an enemy's max HP if they connect. If the player is lucky, the icicles can hit a GiantMook ''twice'', removing a huge 60% of their max health.
100* Melee weapons in ''VideoGame/Left4Dead2'' deal a fixed percent of damage to the Tank, 5% of its total health, owing to it being the only Infected whose max health increases with the difficulty or game mode.[[labelnote:*]]3000 on Easy, 4000 on Normal and Survival, 6000 in Versus and 8000 on Expert[[/labelnote]] This doesn't mean much on lower difficulties, where it's much easier to deal with one by simply concentrating fire on it for a couple of seconds, but allows for increasing rewards along with the greater inherent risk of engaging it in melee as the difficulty is increased, where guns take longer amounts of time to deal with a Tank but a melee weapon will still invariably kill it in a maximum of 20 hits.
101* ''VideoGame/{{Starcraft}}'': Damage of a Terran Nuke is determined on a unit-by-unit basis through a "whichever is greatest" test - 500 vs two-thirds of the max health pool (counting shields).
102
103!! Other
104* The word "decimate" originates from a Roman military punishment, wherein soldiers found guilty of cowardice were ordered to draw lots, with one out of every ten[[note]]"decimus" is Latin for one-tenth[[/note]] men being executed as a result. The term is rarely used that way any more.
105* ''Webcomic/AwfulHospital'': [[TykeBomb Willis]]' unique "[[LifeDrain Drink]]" ability steals 25% of the target's current HitPoints. As it's his only means of attack, he's a powerhouse against {{Damage Sponge|Boss}}s, but struggles to finish anyone off -- a point of GameplayAndStorySegregation.
106* The concept of [[https://en.wikipedia.org/wiki/Day-fine Day-fine]], where fines are tied to your personal income. There's no ScrewTheRulesIHaveMoney here; break the rule, and you ''will'' feel the sting, whether rich or poor.
107* ''TabletopGame/FabulaUltima'': One possible effect of [[RandomEffectSpell the Gamble spell]] makes its target lose half their current HP ''and'' MP. Unfortunately, [[HoistByHisOwnPetard this effect can only target the spell's caster]].
108* ''WesternAnimation/DotaDragonsBlood'': In Kaden's own words, "the bigger you are, the more it hurts". He fashioned his sword from [[PowerOfTheVoid parts of Void Dragons]] in order to effectively bring down Slyrak, the Eldwurm of Fire. Kaden outright references mechanics of ''VideoGame/DotaUnderlords'', where his sword (and his own existence) were teased first.

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