Talk:Marvel vs Capcom 3/Combo Limiters/Damage Scaling

Discussion page of Marvel vs Capcom 3/Combo Limiters/Damage Scaling
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Revision as of 06:02, 24 February 2011 by Nathan Hellweg (talk | contribs) (Created page with '==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 resu...')
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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.)