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

Discussion page of Marvel vs Capcom 3/Combo Limiters/Damage Scaling
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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: 1.0^(hits-1) (ignores scaling)


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, 0.5x with X-Factor


Devil Must Die: ignores damage scaling, so 1.0^(hits-1)
Devil Must Die: 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, 0.5x 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.
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.