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Author Topic: Damage Scaling  (Read 5208 times)

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Offline ikusat

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Damage Scaling
« on: March 29, 2007, 10:25:05 AM »
Damage Scaling
Scaling in the game occurs in several ways, from combo hits, from reverse beats, and from prorations from individual moves.

tl;dr version
Combo Hit Scaling: As the combo counter gets bigger, your hits do less damage
Move Hit Scaling: A attacks are useful for hitconfirming combos, but cause the combo to do less overall damage.
Reverse Beat Scaling: Don't reverse beat too much, and don't use more than 2 in a combo.
EX Cancel Scaling: Your overall damage will go down.  Avoid doing this.

Combo Hit Scaling
Ignoring any other scaling, hits in combos will always scale.  The first hit in the combo hits for full damage, and then each successive hit will deal 3.125% less damage(1/32).  The minimum a hit will deal is 3.125%, which occurs on the 32nd hit of a combo.

On top of this combo scaling, there is also a hidden incrementer based on the current life of the character.  At 75% life, there is a hidden increase of 1 to the counter.  At 50% life, there is a hidden increase of 2, and at 25% life, there is a hidden increase of 3.

On top of this, if you are playing the twins, the hit counter is decreased by 2.

So scaling due to hits = (33 - (<Hit Counter> - <2 if playing twins> + <Hidden Incrementer>))/32
With a minimum of 1/32.  This reduction does not show up in the training mode attack data.

Move Hit Scaling
Hits from moves in the same combo may also cause scaling.  This comes in two forms:
- Fixed Scaling: The current proration and the move proration are compared, and the lesser of the two is used.
- Relative Scaling: The current proration and the move proration are multiplied.

Example for imaginary character that absolutely does not exist in game:
2A: 68% fixed
2B: 75% fixed
2C: 60% fixed
5C: 80% relative

Let's say this character does the combo 2A 2B 2C 5C
Current proration:  100%   2A Proration: 68%   Resulting Proration: min(100,68)  = 68%
Current proration:   68%   2B Proration: 75%   Resulting Proration: min(68, 75)  = 68%
Current proration:   68%   2C Proration: 60%   Resulting Proration: min(68, 60)  = 60%
Current proration:   60%   5C Proration: 80%r  Resulting Proration: 60% * 80%    = 48%

Compared to if this character does the combo 2A 2B 5C 2C
Current proration:  100%   2A Proration: 68%   Resulting Proration: min(100,68)  = 68%
Current proration:   68%   2B Proration: 75%   Resulting Proration: min(68, 75)  = 68%
Current proration:   68%   5C Proration: 80%r  Resulting Proration: 68% * 80%    = 54.4%
Current proration: 54.4%   2C Proration: 60%   Resulting Proration: min(54.4,60) = 54.4%

Relative scaling moves are relatively rare, so generally you only need to worry about a few specific combinations for each character.

Reverse Beat Scaling
Reverse beat scaling runs in parallel and applies a FIXED scaling to the overall scaling.  One reverse beat sets this to 78%, 2 reverse beats 55%, and 3 reverse beats 40%.  This scaling gradually moves back to 100% over time.  Do the move hit scaling as described above, then apply another fixed scaling to the resulting value to get the new proration value.  In general doing 2 reverse beats will not hurt a combo damage too much since many character's BNBs start from a 2C, which already has a fixed scaling value of around 60-55%, which happens to be the value of 2 reverse beats.  In addition, cancelling an A attack into another A attack also adds 1% to the reverse beat scaling.

EX Cancelling
EX Cancelling a move adds a 65% relative scaling to the current proration.  Combos will almost always do less damage when using an EX cancel, so only use them for combos otherwise not possible.
« Last Edit: October 31, 2007, 08:24:21 PM by ikusat »