Talk:Marvel vs Capcom 3/Combo Limiters/Damage Scaling
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.)
Taskmaster's forward throw followed by Legion Arrow does 14,400 with the first arrow, which lines up with the damage it would normally do after a 2-hit combo, (0.98^2)*15000, so there is no damage scaling penalty for that instance, either.
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)
Chris' Gun Fire (shotgun, machine gun, and magnum, even when used as part of Combination Punch) seems to follow 0.85^(hits-1) damage scaling, rather than 0.9^(hits). His Combination Punch and Grenade Toss are still 0.9, though.
Grenade Launcher: 0.90^(hits-1) minimum 0.4x, 0.5x with X-Factor
Sweep Combo: 0.96^(hits-1) minimum 0.4x, 0.5x with X-Factor
Satellite Laser: 1.0^(hits-1)
Dark Phoenix's tiny fireballs scale by 0.9^(hits-1).
Minimum scaling for normals and specials: (tested primarily with Rekkoha DHC Mist, tag, although fast DHCs were sometimes used, and Sentinel as the target)
Hulk, Dark Phoenix scale normals and specials to 0.3.
C. Viper, Zero, Arthur scale to 0.2 for normals or 0.3 for specials.
Taskmaster, Dr. Doom, Dormammu, MODOK, Captain America, Iron Man, Trish, Spider-Man, Hsien-Ko, Felicia, X-23 scale to 0.2 for normals and specials.
Tron, Haggar scale to 0.15 for normals and specials.
Amaterasu, Akuma, Chun Li, Viewtiful Joe, Morrigan scale to 0.1 for normals or 0.2 for specials.
Dante scales to 0.1 for normals or 0.15 for specials.
Super Skrull, Storm, Spencer, Wolverine, Deadpool, Magneto, Phoenix, Sentinel, She-Hulk scale to 0.1 for normals and specials.
Chris scales to 0.05 for normals, 0.1 for special moves.
Ryu, Wesker, Thor scale to 0 for normals or 0.1 for special moves. (Yes, it is possible to have a move do zero damage due to damage scaling.)