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There are a lot of moving parts to damage calculations making for a fairly complex formula as seen below | There are a lot of moving parts to damage calculations making for a fairly complex formula as seen below | ||
<code>Attack Damage = XF Damage Boost · Character Damage Boost · | <code>Attack Damage = XF Damage Boost · Character Damage Boost · Damage Received Modifier · Maximum(TAC Damage Boost · Throw Damage Penalty · Scaling Factor<sup>Number of Hits</sup>, Minimum Scaling)</code> | ||
The '''Maximum''' in the formula is used to find the scaled damage of the attack before it is multiplied by the three values before it for the final damage number. The scaled damage is calculated using several variables but if it is ever lower than the Minimum Scaling for the specific kind of attack the Minimum Scaling value is used instead. | |||
To be extra clear the <code>XF Damage Boost · Character Damage Boost · Damage Received Modifier</code> is multplied by whichever is greater between: | |||
<code>TAC Damage Boost · Throw Damage Penalty · Scaling Factor<sup>Number of Hits</sup></code> and <code>Minimum Scaling</code> to find the final damage of the attack. | |||
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=== Character Specific Damaged Received Modifier === | === Character Specific Damaged Received Modifier === | ||
---- | ---- | ||
Some characters have states, installs, or specific moves that apply a flat | Some characters have states, installs, or specific moves that apply a flat modifier to damage taken after scaled damage is already calculated. | ||
* Arthur | |||
** Arthur in Golden Armor has a 0.8 modifier, receiving 20% less damage. | |||
** Arthur in No Armor has a 1.3 modifier, receiving 30% more damage. | |||
* Frank West in Lvl 5 has a 0.9 modifier, receiving 10% less damage. | |||
* Iron Fist in Blue Chi (623M) has a 0.8 modifier, receiving 20% less damage. | |||
=== Team Aerial Combo Damage Boost === | |||
---- | |||
Up and Side TAC apply damage boost to the calculation for the scaled damage of the move. Due to this it's much less noticeable than the damage modifiers above as TACs are often used late into combos where, regardless of this bonus, minimum scaling has likely already been achieved. | |||
* | * Up TAC (j.8S) has a 1.5 modifier, a 50% boost to scaled damaged. | ||
* Side TAC (j.6S / j.4S) has a 1.25 modifier, a 25% boost to scaled damage. |
Latest revision as of 15:03, 30 May 2025
Damage Scaling
Damage Scaling is a mechanic which reduces the damage done by each hit in a combo as the combo accumlates more hits. This mechanic exists to reduce the overall damage done by combos and attacks to keep them from killing too easily.
There are a lot of moving parts to damage calculations making for a fairly complex formula as seen below
Attack Damage = XF Damage Boost · Character Damage Boost · Damage Received Modifier · Maximum(TAC Damage Boost · Throw Damage Penalty · Scaling FactorNumber of Hits, Minimum Scaling)
The Maximum in the formula is used to find the scaled damage of the attack before it is multiplied by the three values before it for the final damage number. The scaled damage is calculated using several variables but if it is ever lower than the Minimum Scaling for the specific kind of attack the Minimum Scaling value is used instead.
To be extra clear the XF Damage Boost · Character Damage Boost · Damage Received Modifier
is multplied by whichever is greater between:
TAC Damage Boost · Throw Damage Penalty · Scaling FactorNumber of Hits
and Minimum Scaling
to find the final damage of the attack.
XF Damage Boost
There is a flat multiplier applied to the damage of an attack when in X-Factor. The value is non-universal and varies per character but is always between 0.10 (10%) to 1.00 (100%). This damage boost is applied after the scaled damaged is calculated.
Details for each character and level of X-Factor: X-Factor Data
Character Specific Damage Boost
Similar to the X-Factor Damage boosts a few characters have damage boosts tied to states, installs, or specific moves that apply a flat damage boost after scaled damage is already calculated.
- Dante Devil Trigger (214XX) has a 1.15 (15%) damage boost during the duration of Devil Trigger.
- Frank West (Lvl 5) has a 1.1 (10%) damage boost.
- Iron Fist Red Chi (623L) has a 1.2 (20%) damage boost during the duration of the Chi.
- Phoenix (Dark Phoenix) has a 1.2 (20%) damage boost.
- Phoenix Wright (Turnabout) has a 1.2 (20%) damage boost.
- Vergil Devil Trigger (214XX) has a 1.2 (20%) damage boost during the duration of Devil Trigger.
- Wesker (Sunglasses Damaged) has a 1.1 (10%) damage boost, (Sunglasses Destroyed) has a 1.15 (15%) damage boost.
Character Specific Damaged Received Modifier
Some characters have states, installs, or specific moves that apply a flat modifier to damage taken after scaled damage is already calculated.
- Arthur
- Arthur in Golden Armor has a 0.8 modifier, receiving 20% less damage.
- Arthur in No Armor has a 1.3 modifier, receiving 30% more damage.
- Frank West in Lvl 5 has a 0.9 modifier, receiving 10% less damage.
- Iron Fist in Blue Chi (623M) has a 0.8 modifier, receiving 20% less damage.
Team Aerial Combo Damage Boost
Up and Side TAC apply damage boost to the calculation for the scaled damage of the move. Due to this it's much less noticeable than the damage modifiers above as TACs are often used late into combos where, regardless of this bonus, minimum scaling has likely already been achieved.
- Up TAC (j.8S) has a 1.5 modifier, a 50% boost to scaled damaged.
- Side TAC (j.6S / j.4S) has a 1.25 modifier, a 25% boost to scaled damage.