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NiteCyper

combatchallengedata

Apr 27th, 2013
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  1. Does batclaw slam deal damage off combo? How much damage does each move actually do? First hit bolas earns 0*10, second 1*10. Do other moves operate similarly?
  2. Beatdown finisher modified end combo. Also deals damage off combo.
  3. Batclaw slam gives x2 on first hit. Kills in two, and damages combo-blind (free-damages?). Aerial assault kills, I mean downs in two. Critical strikes down in two. It's weird to avoid saying "kill". From 7 to 16: beatdown juicing: I juiced 8 hits out, ninth being an auto-finisher. Batarang: 5 hits to death, from x2. Counter: Interestingly, does not modify anything when it's the only thing used. Anyways, kills in three. Normal strikes: 9 hits to incapacitation. However, the 9 are from x0. If I do the standard combo, it kills in two sets of three. If I do sets of two, it takes 9. It seems that the third hit of a normal strike does the damage of a little bit more than two least strikes. And above x2 only, it takes three strikes.
  4. I'm wondering if it's ever more efficient to just juice than it is to fit in variations. I've gathered some data. Here's the number of hits a normal enemy (Blind Justice) takes before falling unconscious:
  5. Strike: Sub-x3: 9. Super-x2: 3. Standard combo (one-two-three): 6.
  6. Critical strike: 2.
  7. Combo batarang: 5.
  8. Aerial assault: 2.
  9. Batclaw slam: 2.
  10. Beatdown tenderize: 8, before finish.
  11. Counter: 3. Interestingly, modifies nothing when it's the only thing used, i.e. if it's the only thing in the combo, you won't get any points.
  12. Bat-swarm: 1 + 8 off-combo strikes. 2 + 7 off-combo strikes.
  13. Flying kick (run strike): 2*10 (strike) points from x0. Damages off-combo, kills in 9 off-combo. I don't think that it can be done in-combo.
  14. Let's use Blind Justice round 1 as an example: Three enemies.
  15. Tenderize juice, perfect: Counter, Batarang, +3 tenderize (x5), bat-swarm one (x6), +5 tenderize (x11), bat-swarm one, +5 tenderize (x17), bat-swarm one, +6 tenderize (x24), beatdown finisher (x25), special combo instant takedown, and finally ultra-stun ground-pound. At some point, gadgets. Now, is it possible to replace those tenderizings to earn more points? Let's try batarangs juice. We can only do a maximum of 4*3 = 12. How many tenderizings can I squeeze in after that? Tested: 0; straight to beatdown finisher.
  16. Batarang juice, perfect: Counter, 4 batarangs (x5), bat-swarm one, 8 batarangs (x14), beatdown finisher, instant takedown, ultra-stun, ground pound. At some point, gadgets. We can ignore the gadgets variation for the following calculations, since both get it.
  17. Routine 1, theoretical score: 6*10+12*10+18*10+25*50+26*50+27*75 = 4935.
  18. Routine 2, theoretical score: 3*10+4*10+5*10+6*10+7*10+8*10+9*10+10*10+11*10+12*10+13*10+14*10+15*50+16*50+17*75 = 3845. So, it is better to just juice. But what about more variations?
  19. Variations: Counter, Batarang, Strike (x3), Aerial assault, tenderize +1, Bat swarm (x6) (damage so far: 0+0+3+6+1 = 10), tenderize +5, bat-swarm (x12) (16), tenderize +5, bat-swarm (x18) (22), tenderize +2, beatdown finisher (x21), instant takedown, and ground pound. Number of extra variations: 2 mundane on top of 8. Missing: multi and disarm.
  20. How many tenderizing hits after an aerial assault, crit, and batclaw slam? x8 means x3 for strike, x5 for crit, and 3 hits (including finisher). That makes crits deal 6 damage. x5 means x2 for aerial assault, then 3 hits (including finisher) which makes aerial assault deal 6 damage too. Same with batclaw slam. What about a mix?
  21. Routine 3 score: 3*10+4*25+6*10+12*10+18*10+21*50+22*50+23*75 = 4365+2000 variation = 6365. Whew.
  22. What if we threw in a batarang at the end (mix min.)? It's possible (probable) that it'll kill if I don't cut the bat-swarm. I'll assume that it doesn't anyway. 3*10+4*25+6*10+12*10+18*10+19*10+20*50+21*50+22*75 = 4380. So, it does seem to better to fit replace tenderizing with batarang after a certain combo count. Does the variation > just juice hold up over time? A break point might be when the variation amount earned matches what is earned in a single finisher. But wait, 22*75 = 1650. Variation bonus increment maxes at +1000. 10 enemies. 2+10*8 = 82 hits before finishes. 83*75+84*75+85*75+86*75+87*75+88*75+89*75+90*75+91*75+92*75+93*75 = 72600. Now what if I throw in a variation? Instant takedown? 83*50+84*75+85*75+86*75+87*75+88*75+89*75+90*75+91*75+92*75+93*75+1000 = 71525. 1000/75 = 13.3̅ (repeating) must the combo count at which trading a hit for a +1000 variation is equivalent. If the combo count exceeds that? Ah, I could modify routine 3.
  23. Modified routine 3: 3*10+4*25+6*10+12*10+18*10+21*75+22*75+23*75-2000 = 3440. Ah, I see now. 13.3̅ multiplier PER ground pound to compare to +1000 variation, not including the modifier from the hit itself. Including the variation multiplier modifier, the calculation might be like: (1000+X*Y)/75, where X is the combo count at which the variation is performed, and Y is the modifier. And what about count lost? (C_I*M+1000)+(C_F-(D/9))*75 = final score (S), where C_I is the combo count upon variating, M is the modifier of the variation, C_F is the final combo count, and D is the damage done. This is all in simplified form; it only accounts for a single trade, assumes only tenderizings in the middle so that bat-swarms aren't interrupted, and assumes the bonus per variation is always +1000. The two functions operate on a per variation and per combo count lost, respectively, basis. That requires an even more complicated formula. Anyway, to find out when it is better to juice rather than variate, let's find C_I. C_I = (S-(C_F-(D/9))*75-1000)/M. I'll keep assuming instant takedown, because it seems to trade the least. C_I = (S-(C_F-(0/9))*75-1000)/50 = (S-C_F*75-1000)/50. What about juicing beatdowns and ending with beatdowns?
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