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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 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