Talk:Marvel vs Capcom 3/Combo Limiters/Damage Scaling: Difference between revisions

Discussion page of Marvel vs Capcom 3/Combo Limiters/Damage Scaling
(Calculated damage scaling for normals and specials for all characters and mentioned methodology)
 
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Similarly, I was messing around with Mightly Punish DHC Bionic Lancer, and Bionic Lancer was hitting for 225,600 (which is more than the 0.5 damage that would be predicted by the page) so I started testing damage after throw, and there was no extra scaling. (Tested on the Xbox 360 in practice mode.)
Similarly, I was messing around with Mightly Punish DHC Bionic Lancer, and Bionic Lancer was hitting for 225,600 (which is more than the 0.5 damage that would be predicted by the page) so I started testing damage after throw, and there was no extra scaling. (Tested on the Xbox 360 in practice mode.)


Taskmaster's forward throw followed by Legion Arrow does 14,400 with the first arrow, which lines up with the damage it would normally do after a 2-hit combo, (0.98^2)*15000, so there is no damage scaling penalty for that instance, either.
Taskmaster's forward throw followed by Legion Arrow does 14,400 with the first arrow, which lines up with the damage it would normally do after a 2-hit combo, (0.98^2)*15000, so there is no damage scaling penalty for that instance, either. It does, however, cause Aim Master to do half damage.
 
Tron's forward throw followed by her cr. H (30,000 base damage) does 7,800 on the 5th total hit, but it does 15,600 if proceed by a jab instead.  Following it with towards+H, adds another 41,900 (11,000[50,000*0.85^5*0.5]+9,400[50,000*0.85^6*0.5]+21,500[90,000*0.9^7]).  Note that the last hit scales by 0.9 instead of 0.85, and doesn't have the 0.5 penalty applied to it.  Even if I do only 6 hits instead of 8, that hit doesn't have the damage penalty applied.  If I do Wesker's Samurai Edge, then towards+H, it also doesn't have scaling applied, but other moves do, so it seems like that specific hit of that specific move ignores the throw penalty.  Damage is scaled by half on her back throw, as well.  Damage is not additionally scaled after her command throw, though.
 
Zero's M Sentsuizan following a forward throw does 18,000 damage, instead of the 54,000 it normally does at hit 2, which puts the damage penalty on that throw at 1/3rd.  After his back throw, though, it does 27,000, so scaling is by 1/2 for that one.  After an air throw, it does 18,000 on hit 8, instead of 28,600, which is exactly 0.3 times it's normal damage.  By using an assist I can continue to combo, but it seems like the following hits scale normally.  Perhaps there is reduced damage only on the attack following the throw?  Testing Wesker's Samurai Edge assist on Zero's air throw, it does 38,200 damage out of 80,000, which is the amount that would be expect for the 8th hit of a special move, so perhaps assists ignore the damage scaling reduction?


==Some Damage Scaling Numbers==
==Some Damage Scaling Numbers==
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So that the main page stays neat, I'm just going to throw these here so they can be put in when someone makes a nice chart.
So that the main page stays neat, I'm just going to throw these here so they can be put in when someone makes a nice chart.


Rekkoha: 0.96^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor
===Specific Move Damage Scaling===
 
====Zero====
Rekkoha: 0.96 minimum 0.4x
 
Genmu Zero: 1.0
 
====Dante====
Million Dollar: 0.95 minimum 0.4x
 
Devil Must Die: 1.0
 
====Taskmaster====
Legion Arrow: 0.98 minimum 0.4x
 
====Wesker====
Phantom Dance: 0.96 minimum 0.4x
 
Lost in Nightmares: 1.0
 
====Ryu====
Shinku Hadoken: 0.95 minimum 0.35x
 
Shinku Tatsumaki Senpukyaku: 0.96 minimum 0.35x
 
Shin Shoryuken: 1.0
 
====Chris====
Gun Fire: 0.85
 
Grenade Launcher: 0.90 minimum 0.4x
 
Sweep Combo: 0.96 minimum 0.4x
 
Satellite Laser: 1.0
 
====Phoenix====
Dark Phoenix fireball normals: 0.9
 
====She-Hulk====
Emerald Cannon: 0.95 minimum 0.5x
 
Road Rage: 1.0
 
====Dr. Doom====
Photon Array: 0.95 minimum 0.25x
 
Sphere Flame: ? minimum 0.25x
 
Doom's Time: 1.0


Genmu Zero: 1.0^(hits-1) (ignores scaling)
====Dormammu====


Million Dollar: 0.95^(hits-1), minimum 0.4x, 0.5x with X-Factor
Chaotic Flame: 0.965 minimum 0.4x


Devil Must Die: 1.0^(hits-1)
Stalking Flare 0.95 minimum 0.4x


Legion Arrow: 0.98^(hits-1), minimum 0.4x, 0.5x with X-Factor
Dark Dimension: 1.0


Phantom Dance: 0.96^(hits-1) minimum 0.4x, 0.5x with X-Factor
====Akuma====
... Agyo: 0.97 minimum 0.33x


Lost in Nightmares: 1.0^(hits-1)
... Ungyo: 0.95 minimum 0.33x


Shinku Hadoken: 0.95^(hits-1) minimum 0.35x, 0.5x with X-Factor
Messatsu-Goshoryu: 0.90 minimum 0.33x


Shinku Tatsumaki Senpukyaku: 0.96^(hits-1) minimum 0.35x, 0.5x with X-Factor
====Tron====
Servbot Takeout: 0.95 minimum 0.4x


Shin Shoryuken: 1.0^(hits-1)
Servbot Surprise: 0.95


Chris' Gun Fire (shotgun, machine gun, and magnum, even when used as part of Combination Punch) seems to follow 0.85^(hits-1) damage scaling, rather than 0.9^(hits).  His Combination Punch and Grenade Toss are still 0.9, though.
====Super-Skrull====
Skrull Torch: 0.95 minimum 0.35x


Grenade Launcher: 0.90^(hits-1) minimum 0.4x, 0.5x with X-Factor
Inferno: 0.98 minimum 0.35x


Sweep Combo: 0.96^(hits-1) minimum 0.4x, 0.5x with X-Factor
Death Penalty: 1.0


Satellite Laser: 1.0^(hits-1)
===Minimum scaling for normals and specials===


Dark Phoenix's tiny fireballs scale by 0.9^(hits-1).
Tested primarily with Rekkoha DHC Mist, tag, although fast DHCs were sometimes used, and Sentinel as the target.


Minimum scaling for normals and specials: (tested primarily with Rekkoha DHC Mist, tag, although fast DHCs were sometimes used, and Sentinel as the target)
All characters (tested individually) scale normals and specials to 0.5 during X-Factor.


Hulk, Dark Phoenix scale normals and specials to 0.3.
Hulk, Dark Phoenix scale normals and specials to 0.3.
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Ryu, Wesker, Thor scale to 0 for normals or 0.1 for special moves.  (Yes, it is possible to have a move do zero damage due to damage scaling.)
Ryu, Wesker, Thor scale to 0 for normals or 0.1 for special moves.  (Yes, it is possible to have a move do zero damage due to damage scaling.)
For Normal Scaling, I got the following caps:
0 - Ryu, Thor, Wesker
0.1 - Amateratsu, Chris, Dante, Deadpool, Magneto, Morrigan, Phoenix, Sentinel, She-Hulk, Spencer, Storm, Super Skrull, Viewtiful Joe, Wolverine
0.15 - Haggar, Tron
0.2 - Arthur, Akuma, C Viper, Captain America, Dormammu, Dr. Doom, Felicia, Hsien-Ko, Iron Man, Modok, Spider-Man, Taskmaster, Trish, X-23, Zero
0.3 - Hulk

Latest revision as of 13:33, 1 March 2011

Damage Scaling of Hyper Moves

Because I saw some unexpected numbers in training mode, I tested the damage scaling predictions that the listed formulae make, and got the result that hyper moves scale at .95 per hit. I did a couple of experiments, but here's an example: Spencer's Bionic Lancer does base 250,000 damage. It's a nice move for testing with because it does one hit. So:

  • 0 Hits -> Bionic Lancer - lancer hits for 250,000
  • 1 Hit -> Bionic Lancer - lancer hits for 237,500
  • 2 Hits -> Bionic Lancer - lancer hits for 225,600
  • 3 Hits -> Bionic Lancer - lancer hits for 214,300
  • 4 Hits -> Bionic Lancer - lancer hits for 203,600

and so on. That's exactly .95 for each previous hit.

Tested on the Xbox360 in practice mode.

Damage Scaling after Throws

Similarly, I was messing around with Mightly Punish DHC Bionic Lancer, and Bionic Lancer was hitting for 225,600 (which is more than the 0.5 damage that would be predicted by the page) so I started testing damage after throw, and there was no extra scaling. (Tested on the Xbox 360 in practice mode.)

Taskmaster's forward throw followed by Legion Arrow does 14,400 with the first arrow, which lines up with the damage it would normally do after a 2-hit combo, (0.98^2)*15000, so there is no damage scaling penalty for that instance, either. It does, however, cause Aim Master to do half damage.

Tron's forward throw followed by her cr. H (30,000 base damage) does 7,800 on the 5th total hit, but it does 15,600 if proceed by a jab instead. Following it with towards+H, adds another 41,900 (11,000[50,000*0.85^5*0.5]+9,400[50,000*0.85^6*0.5]+21,500[90,000*0.9^7]). Note that the last hit scales by 0.9 instead of 0.85, and doesn't have the 0.5 penalty applied to it. Even if I do only 6 hits instead of 8, that hit doesn't have the damage penalty applied. If I do Wesker's Samurai Edge, then towards+H, it also doesn't have scaling applied, but other moves do, so it seems like that specific hit of that specific move ignores the throw penalty. Damage is scaled by half on her back throw, as well. Damage is not additionally scaled after her command throw, though.

Zero's M Sentsuizan following a forward throw does 18,000 damage, instead of the 54,000 it normally does at hit 2, which puts the damage penalty on that throw at 1/3rd. After his back throw, though, it does 27,000, so scaling is by 1/2 for that one. After an air throw, it does 18,000 on hit 8, instead of 28,600, which is exactly 0.3 times it's normal damage. By using an assist I can continue to combo, but it seems like the following hits scale normally. Perhaps there is reduced damage only on the attack following the throw? Testing Wesker's Samurai Edge assist on Zero's air throw, it does 38,200 damage out of 80,000, which is the amount that would be expect for the 8th hit of a special move, so perhaps assists ignore the damage scaling reduction?

Some Damage Scaling Numbers

So that the main page stays neat, I'm just going to throw these here so they can be put in when someone makes a nice chart.

Specific Move Damage Scaling

Zero

Rekkoha: 0.96 minimum 0.4x

Genmu Zero: 1.0

Dante

Million Dollar: 0.95 minimum 0.4x

Devil Must Die: 1.0

Taskmaster

Legion Arrow: 0.98 minimum 0.4x

Wesker

Phantom Dance: 0.96 minimum 0.4x

Lost in Nightmares: 1.0

Ryu

Shinku Hadoken: 0.95 minimum 0.35x

Shinku Tatsumaki Senpukyaku: 0.96 minimum 0.35x

Shin Shoryuken: 1.0

Chris

Gun Fire: 0.85

Grenade Launcher: 0.90 minimum 0.4x

Sweep Combo: 0.96 minimum 0.4x

Satellite Laser: 1.0

Phoenix

Dark Phoenix fireball normals: 0.9

She-Hulk

Emerald Cannon: 0.95 minimum 0.5x

Road Rage: 1.0

Dr. Doom

Photon Array: 0.95 minimum 0.25x

Sphere Flame: ? minimum 0.25x

Doom's Time: 1.0

Dormammu

Chaotic Flame: 0.965 minimum 0.4x

Stalking Flare 0.95 minimum 0.4x

Dark Dimension: 1.0

Akuma

... Agyo: 0.97 minimum 0.33x

... Ungyo: 0.95 minimum 0.33x

Messatsu-Goshoryu: 0.90 minimum 0.33x

Tron

Servbot Takeout: 0.95 minimum 0.4x

Servbot Surprise: 0.95

Super-Skrull

Skrull Torch: 0.95 minimum 0.35x

Inferno: 0.98 minimum 0.35x

Death Penalty: 1.0

Minimum scaling for normals and specials

Tested primarily with Rekkoha DHC Mist, tag, although fast DHCs were sometimes used, and Sentinel as the target.

All characters (tested individually) scale normals and specials to 0.5 during X-Factor.

Hulk, Dark Phoenix scale normals and specials to 0.3.

C. Viper, Zero, Arthur scale to 0.2 for normals or 0.3 for specials.

Taskmaster, Dr. Doom, Dormammu, MODOK, Captain America, Iron Man, Trish, Spider-Man, Hsien-Ko, Felicia, X-23 scale to 0.2 for normals and specials.

Tron, Haggar scale to 0.15 for normals and specials.

Amaterasu, Akuma, Chun Li, Viewtiful Joe, Morrigan scale to 0.1 for normals or 0.2 for specials.

Dante scales to 0.1 for normals or 0.15 for specials.

Super Skrull, Storm, Spencer, Wolverine, Deadpool, Magneto, Phoenix, Sentinel, She-Hulk scale to 0.1 for normals and specials.

Chris scales to 0.05 for normals, 0.1 for special moves.

Ryu, Wesker, Thor scale to 0 for normals or 0.1 for special moves. (Yes, it is possible to have a move do zero damage due to damage scaling.)