Damage Scaling (MBAC): Difference between revisions

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== General Formula for Damage Adjustments ==
[[Category:Melty Blood: Act Cadenza]]
 
The formula for calculating the actual damage from a move is (roughly) as follows (from ikusat):
 
damage_dealt = FLOOR(base_damage* life_rating * (1 - ( hitcount - 1  life_bonus ) / 32 ))
Where each variable is the following:
 
*base_damage is the base damage of the move (as seen in the move property).
*life_rating is the current life rating of the character being hit. These values can be found in [[Defense_Modifiers_(MBAC)|the defense modifier listing]].
*hit_count is the current number of hits in the combo (including the hit in question)
*life_bonus is 4 - ( CEILING( current_life / 2750 )).
 
The floor function basically takes any floating-point value and returns the integral value with all of the numbers after the decimal point lopped off. So a final of value of 2148.0354 will be 2148, 316.456546 will be 316, and so on.
 
== Damage Scaling via Hitcount in a Combo ==
 
As the above formula shows, the number of hits in a combo effects the scaling of each move. As an alternative to that formula, this is the effective scaling of each hit in a combo ([http://www.dustloop.com/forums/showpost.php?p=10686

Latest revision as of 10:09, 28 May 2009