Talk:Marvel vs Capcom 3/Combo Limiters/Damage Scaling: Difference between revisions
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Rekkoha: 0.96^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor | Rekkoha: 0.96^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor | ||
Genmu Zero: ignores damage scaling, so 1.0^(hits-1) | Genmu Zero: ignores damage scaling, so 1.0^(hits-1) | ||
Million Dollar: 0.95^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor | Million Dollar: 0.95^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor | ||
Devil Must Die: ignores damage scaling, so 1.0^(hits-1) | Devil Must Die: ignores damage scaling, so 1.0^(hits-1) | ||
Legion Arrow: 0.98^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor | Legion Arrow: 0.98^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor | ||
Unless Aegis Counter has its damage set specifically to mask damage scaling, it ignores it, too, because it repeatedly does the same damage for the first and last hits. | Unless Aegis Counter has its damage set specifically to mask damage scaling, it ignores it, too, because it repeatedly does the same damage for the first and last hits. | ||
Minimum scaling for normals and specials: | Minimum scaling for normals and specials: | ||
Zero, Taskmaster scales to 0.2 or 0.5 during X-Factor. | Zero, Taskmaster scales to 0.2 or 0.5 during X-Factor. | ||
Dante scales to 0.1 or 0.5 during X-Factor. | Dante scales to 0.1 or 0.5 during X-Factor. | ||
Wesker scales to 0 or 0.5 during X-Factor. (Yes, it is possible to have a move do zero damage due to damage scaling.) | Wesker scales to 0 or 0.5 during X-Factor. (Yes, it is possible to have a move do zero damage due to damage scaling.) | ||
Ryu scales to 0 or 0.5 during X-Factor. | Ryu scales to 0 or 0.5 during X-Factor. |
Revision as of 01:47, 26 February 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.)
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.
Rekkoha: 0.96^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor
Genmu Zero: ignores damage scaling, so 1.0^(hits-1)
Million Dollar: 0.95^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor
Devil Must Die: ignores damage scaling, so 1.0^(hits-1)
Legion Arrow: 0.98^(hits-1), minimum 0.4x damage, 0.5x damage with X-Factor
Unless Aegis Counter has its damage set specifically to mask damage scaling, it ignores it, too, because it repeatedly does the same damage for the first and last hits.
Minimum scaling for normals and specials:
Zero, Taskmaster scales to 0.2 or 0.5 during X-Factor.
Dante scales to 0.1 or 0.5 during X-Factor.
Wesker scales to 0 or 0.5 during X-Factor. (Yes, it is possible to have a move do zero damage due to damage scaling.)
Ryu scales to 0 or 0.5 during X-Factor.