IDEA: Distribute water damage so that -1 HP is inflicted every 0.25 seconds--a quarter of the time it takes to rack up -4 HP. NOTES: Current water damage .......... -4 HP per tick. Spreading out damage will make plunges slightly more forgiving if the user escapes fast enough. Need to verify the frequency rate of each damage tick.
To anyone who doesn't understand why Dawson is suggsting this or at least my understanding of it. Chopping the water damage from 4HP per tick to 1 HP every quarter tick allows you to survive a 4 HP tick easier. (IE: you have 10 HP and you're in the water for 2.5 seconds, you'll take 12 HP damage *currently*. Switching to 1HP/.25tick would be 10 damage for the same amount of time)