Damage Scaling and how it works.
2 posters
Page 1 of 1
Damage Scaling and how it works.
===== 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.
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
Soriphen- Saiyan Moderator
- Gender :
Posts : 616
Battle Power : 574
Join date : 2009-09-15
Location : Toronto, Canada
Zodiac Signs :
Re: Damage Scaling and how it works.
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.
Anyway, great stuff, Sori. This is why damage is so high, also.
Re: Damage Scaling and how it works.
Thank you Tay . Much appreciated ;P.
Soriphen- Saiyan Moderator
- Gender :
Posts : 616
Battle Power : 574
Join date : 2009-09-15
Location : Toronto, Canada
Zodiac Signs :
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|