Senzu_Bean wrote:At pair with: 90%-100%
Can fight back, but is a lost battle: 75%-90%
Can hold against, but is totally outclassed: 50%-75%
Owned!: 1%-49%
Regardless of the percentages used, I think categories like "can fight back, but is a lost battle" are too deterministic. I think a more useful way of looking at it would be in odds of winning or losing, like in boxing matches or horse races. For example, if two characters are dead even, then the odds of either winning is about 50/50. If they fought 100 times, on average each would win about 50 times. On the other hand, if one character had a slight advantage, he might win about 60 times out of 100. With a bigger advantage, he could expect to win about 70, 80, 90, or even 100 times out of 100 fights. This would be assuming fair fights, under tournament-like conditions: no outside interference, no weapons, no exploiting weaknesses (ie kicking the opponent in the balls, using the deactivation controller on an android, etc), thing like that. So with those symbols, I think instead of those categories you should use something like this:
=: lose 50%-60% of the time
>: lose 61%-75% of the time
>>: lose 76%-90% of the time
>>>: lose 91%-100% of the time
And using those percentages:
100%-90% of opponent's BP: lose 50%-60% of the time
90%-75% of opponent's BP: lose 61%-75% of the time
75%-50% of opponent's BP: lose 76%-90% of the time
49%-1% of opponent's BP: lose 91%-100% of the time