Well, I didn't explain my problem very well
I'm getting Powerd Ciel normal damage data from an arcade board. The arcade mode won't tell you what one hit does, you have to do two hits in order for you to see damage. So, in order to figure out normal damage, I have to reverse engineer it.
I am calculating damage by doing two-hit combos against Aoko during the first 25% of her health (which has a defense rating of 1.00x). There is no damage reduction or criticals included in the data. Also, I make sure to do no combos with Reverse Beats.
So, if I am to find out what 5A is, I would figure it out like so:
X + (31/32)BX = 594 (on-screen damage)
X + (31/32)BX + (30/32)BX = 830 (on-screen damage)
Where X is the damage done by 5A, and B is the proration done by 5A.
With two variables and two unknowns, I can conclude that:
X (5A) = 350.1 damage
B (5A) = .719 prorationThat's what I've already done and posted on the H-PCiel thread for all her normals. The problem I have with this is any rounding the game might do with the final damage. What if the total should have been 594.4, but it rounded the on-screen damage to 594? If this were the case it would screw up my results. I can still get really close numbers, but not exact numbers. In most of the fighting games where I've had to calculate damage (which isn't all that many), they round everything down, but I don't know if that's the case with Melty Blood.
One thing I can do is take out my PS2 and run MBAA then do calculations for a control character, but I was hoping someone who knows could just tell me so I wouldn't have to go through all that work.