But that doesn’t actually change anything. You can extrapolate a health value from that defense modifier and then apply it to the health bar anyway.
Let’s take this one step at at time.
For the Blazblue example, you can just change the way the information is displayed to make it a “true” guts system if you want to call it.
Nu has 10,000 health. 6400 of that is in her first 80%. 3600 of that is in the last 20%.
What would this look like in a system with defense modifiers instead? Well, it would mean that Nu’s numerical health is actually 8000. (6400/.8 = 8000). So when loses 6400 health, she’ll be in her last 20% on her health bar both visually and numerically. But, she has 3600 health at 20%, so how would this be represented through guts? Well, she actually has 1600 health left at a 1.0 guts modifier. This means, in order to reach her true 3600 health, she’d have a guts modifier of 2.25 at 20% health (or .44). The only difference here is that the damage done to her would be represented by a different number.
In other words, Nu could just as easily be represented (and the entire game for that matter) with a defense system instead of a life system. And this process is obviously reversible, as you’ve already seen in this topic: http://www.dustloop.com/forums/showthread.php?15601-Where-s-the-Beef-A-GGXXAC-Health-Tier-List
Now, there’s several things that defense modifiers can do that dense lifebars can’t. They can reward combos that deal minimum damage per hit, and they can reward chip more at lower health. For guts specifically, there’s the fact that it’s threshold based, so a really really tactical player could skip entire portions of guts if necessary.
Rewarding combos that deal minimum damage per hit only matters if your combos consistently get to minimum damage per hit. I’m pretty sure they don’t in GG, unless you’re desperately trying to go for an OTG kill. Same thing with chip damage. But even if it did, it actually rewards the player on the offense, it doesn’t help the player losing, because it means that every option the player on the offense has suddenly become relatively more powerful as opposed to when your opponent was at higher health.
Example:
Say you have two options for a combo with your character, a 5-hit one that does 40 damage, or a 20-hit one that does 24 damage. From a pure damage perspective, the 5-hit combo is better. But what happens when your opponent now has a higher defense modifier? Maybe that 5-hit combo only does 24 damage now, but that 20-hit one still deals 20 damage because you can’t get lower than 1 damage per hit. All of a sudden, your offensive player has MORE options to deal relevant damage. This holds true for chip as well. 1 point of chip for a fireball vs. 13 points of damage is a pretty significant difference. 1 point of chip vs. 7 points of damage is still a difference, but it’s not as big. So, something like Dark Angel becomes relatively stronger at lower health as opposed to higher. The exact opposite of a comeback mechanic.
The point where guts could make a real argument for a comeback mechanic was if it skipping thresholds to avoid guts defense was an actual thing that players did. But as far as I can tell, that doesn’t happen. Feel free to prove me wrong on this one.