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- THEORETICAL, MAXIMUM BATTLE SCENARIO
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- ElecMan 5950 MAX LE / 8390 MAX AT
- HeatMan 5950 MAX LE / 8810 MAX DF
- RobotFields 102 Fields
- StarForce 10,302 Stars
- 8/102 Electric (808 Stars)
- 1/102 Laser (101 Stars)
- CoreGuard 99 Electric Cores
- LaserGuard 99 Laser Cores
- ThunderBeam, 24 Damage, Electric/Laser
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- ELEC MAN attacks HEAT MAN with the THUNDER BEAM
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- 8,390 AT / 8,810 DF = x0.952327 Damage
- 808 Electric Stars * 10% Boost = 8080% Electric Boost = x81.800000 Damage
- 101 Laser Stars * 10% Boost = 1010% Laser Boost = x11.100000 Damage
- 99 Cores * 1% Resist = 99% Electric Resist = x0.999999 Damage
- 99 Cores * 1% Resist = 99% Laser Resist = x0.999999 Damage
- 24 Damage * 0.952327 * 81.800000 * 11.100000 * 0.999999 * 0.999999 = 20752.611362 Damage
- = 20,753 Damage
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- CONSIDERATIONS OF DIFFERENT CIRCUMSTANCES
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- - 20,753 Damage would easily OHKO any Super Mecha or Robot Master, even with MAX LE
- - Above stats are reflective of a theoretical player battle, but actual bosses may be well over Level 100
- - The strongest Fortress Boss at Level 100 has a MAX LE of up to 34,510 and would survive a hit
- -- All other Fortress Bosses at Level 100, however, have a MAX LE anywhere between between 6,550 and 17,260
- - The strongest Fortress Boss, at Level 999, has a Max LE of up to 295,220 and would absolutely survive a hit
- -- All other Fortress Bosses at Level 999, however, havce a MAX LE anywhere between 55,990 and 147,610
- - The (new) maximum amount of overkill is equal to the target's base LE
- - The (new) base field multipliers will be far less dramatic, and deal in +/- 0.1 values
- - The (new) dark spires that appear in post-game battles nullify all effects from cores / stars until destroyed
- - The (new) level limit for target mecha/robot/boss is way above 100, allowing for in-battle stats of up to 99,999
- - Maximum Energy, Attack, Defense, and Speed values only apply to base stats
- -- Stat limits can be broken in battle through the use of boosting items and abilities
- - A double-weakness would increase the power to 41,506 Damage
- - A double-resistance would decrease the power to 5,188 Damage
- - A double-affinity would invert the power to 41,506 Recovery
- - The Proto Shield can be attached to any team member, halving all damage
- -- With the Proto Shield attached, base damage from the attack would decrease to 10,376
- -- With the Proto Shield attached, double-weakness damage from the attack would increase to 20,753
- -- With the Proto Shield attached, double-resisted damage from the attack would decease to 2,594
- - The Skull Barrier nullifies all damage for one turn, blocking all abilities
- - The Joe Shield nullifies all damage, but can be destroyed with Explode and Cutter attacks
- - Other shielding abilities will also have variable usefulness against the trinity of elemental forces
- - Field Multipliers still exist, and can dramatically alter attack power
- -- With the Electric and Laser multipliers at the 9.9 max, attack damage would increase to 2,034,002 Damage
- -- With the Electric and Laser multipliers at the 0.1 min, attack damage would decrease to 208 Damage
- - New abilities and items are being added in the future, and they can also dramatically change circumstances
- - The exact values of robot and ability stats mentioned in this document may change over time, and the results may fluctuate
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