Talk:Marvel vs Capcom 3/Combo Limiters/Damage Scaling: Difference between revisions
m (Paragraph adding) |
(Added damage scaling numbers for Wesker and Ryu hypers) |
||
Line 23: | Line 23: | ||
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: | Genmu Zero: 1.0^(hits-1) (ignores scaling) | ||
Million Dollar: 0.95^(hits-1), minimum 0.4x | Million Dollar: 0.95^(hits-1), minimum 0.4x, 0.5x with X-Factor | ||
Devil Must Die: | Devil Must Die: 1.0^(hits-1) | ||
Legion Arrow: 0.98^(hits-1), minimum 0.4x | Legion Arrow: 0.98^(hits-1), minimum 0.4x, 0.5x with X-Factor | ||
Phantom Dance: 0.96^(hits-1) minimum 0.4x, 0.5x with X-Factor | |||
Lost in Nightmares: 1.0^(hits-1) | |||
Shinku Hadoken: 0.95^(hits-1) minimum 0.35x, 0.5x with X-Factor | |||
Shinku Tatsumaki Senpukyaku: 0.96^(hits-1) minimum 0.35x, 0.5x with X-Factor | |||
Shin Shoryuken: 1.0^(hits-1) | |||
Minimum scaling for normals and specials: | Minimum scaling for normals and specials: |
Revision as of 04:20, 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: 1.0^(hits-1) (ignores scaling)
Million Dollar: 0.95^(hits-1), minimum 0.4x, 0.5x with X-Factor
Devil Must Die: 1.0^(hits-1)
Legion Arrow: 0.98^(hits-1), minimum 0.4x, 0.5x with X-Factor
Phantom Dance: 0.96^(hits-1) minimum 0.4x, 0.5x with X-Factor
Lost in Nightmares: 1.0^(hits-1)
Shinku Hadoken: 0.95^(hits-1) minimum 0.35x, 0.5x with X-Factor
Shinku Tatsumaki Senpukyaku: 0.96^(hits-1) minimum 0.35x, 0.5x with X-Factor
Shin Shoryuken: 1.0^(hits-1)
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.