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Damage Scaling and how it works.

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Damage Scaling and how it works.

Post by Soriphen on Mon Oct 12, 2009 11:33 am

===== Damage Scaling Chart =====

1st hit= 100% of Original Damage
2nd hit= 97% of Original Damage
3rd hit= 94% of Original Damage
4th hit= 91% of Original Damage
5th hit= 88% of Original Damage
6th hit= 85% of Original Damage
7th hit= 82% of Original Damage
8th hit= 79% of Original Damage
9th hit= 76% of Original Damage
10th hit= 73% of Original Damage
11th hit= 70% of Original Damage
12th hit= 67% of Original Damage
13th hit= 64% of Original Damage
14th hit= 61% of Original Damage
15th hit= 58% of Original Damage
16th hit= 55% of Original Damage
17th hit= 52% of Original Damage
18th hit= 49% of Original Damage
19th hit= 46% of Original Damage
20th hit= 43% of Original Damage
21st hit= 40% of Original Damage
22nd hit= 37% of Original Damage
23rd hit= 34% of Original Damage
24th hit= 31% of Original Damage
25th hit= 28% of Original Damage
26th hit= 25% of Original Damage
27th hit= 22% of Original Damage
28th hit= 19% of Original Damage
29th hit= 16% of Original Damage
30th hit= 13% of Original Damage
31st hit= 10% of Original Damage
32nd hit= 7% of Original Damage
33rd hit= 4% of Original Damage
34th hit= 1% of Original Damage

==============================

All of this applies for EVERY move except for Transformations, Specials and Ultimates as Transformations don't affect the scaler and Specials/Ultimates always do 100% of their first hit throughout the duration of the Special/Ultimate.

Example:
Goku's \/S= 222 dmg at 1st hit

To find out how much damage that does in an instance of a combo...let's say, the 4th hit...we'll use this equation.

Damage= Original Damage(1-(0.03)(Number of Hits - 1))

//Side note, always round down the decimals. We only want the whole number as it is...so, decimal places don't affect anything.

Damage= 222 dmg(1-(0.03)(4th hit-1))
Damage= 222 dmg(1-(0.03)(3))
Damage= 222 dmg(1-0.09)
Damage= 222 dmg(0.91)
Damage= 202.02 //Take out the decimals
Damage= 202

There ya have it! Goku's \/S does 202 damage on the 4th hit of any combo .

Now, you may be wondering what the hell 0.03 is...it's just the interval between each percentage of the the original damage. Since it's a constant, it's easy to work with.

Oh, if you guys don't mind...try this out on the other DBZ games...especially BL ;P.


Last edited by Soriphen on Tue Oct 13, 2009 4:27 pm; edited 1 time in total

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Re: Damage Scaling and how it works.

Post by THTB on Tue Oct 13, 2009 10:56 am

It's turned off for good reason. Maybe you wanna check your own rep to see why.

Anyway, great stuff, Sori. This is why damage is so high, also.

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Re: Damage Scaling and how it works.

Post by Soriphen on Tue Oct 13, 2009 7:40 pm

Thank you Tay Very Happy. Much appreciated ;P.

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