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- DAMAGE SCALING NOTES
- GAMES PRESENT IN ORDER OF DISSECTION = SKULLGIRLS | SF3:3S | USFIV | YATAGARASU |
- FOR THOSE WHO JUST WANT THE FORMULAS AND ALREADY UNDERSTAND HOW IT'D WORK. FURTHER EXPLANATION OF EACH BELOW
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- SKULLGIRLS
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- BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling x Undizzy Scaling
- Starts after 3RD hit
- EXAMPLE CALCULATION
- 875 x 1.45 = 1268.75 = 1269 x 0.875 = 1110.15625 = 1110
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- STREET FIGHTER 3: THIRD STRIKE
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- BASE_DAMAGE x (Combo Scaling = 1.00 - (NUM of Hits x 0.10) - (Ifelse( NUM of Hits < 6 & != 3, 0.10, 0)) - (BASE_DAMAGE x Strength Scaling) x Life Scaling
- Starts after 1ST hit
- EXAMPLE CALCULATION
- 14 - (2 x 0.10 = 0.20 - 0.10 = 0.10) = 1.4 = 1 - (14 X 0.05 = 0.7 = 1) x (1.00) = 12
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- ULTRA STREET FIGHTER IV
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- BASE_DAMAGE x (Combo Scaling = 1.00 - (NUM of Hits x 0.10) x Ultra Scaling x Counter Hit Scaling x Life Scaling)
- Starts after 2ND hit
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- YATAGARASU: ATTACK ON CATACLYSM
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- BASE_ DAMAGE x Light Scaling x Heavy Scaling x Special Scaling x Super Scaling
- Starts after 1ST hit
- EXAMPLE CALCULATION
- 5000 x 0.60 x 0.90 x 0.75 x 0.50 = 1012.5 = 1013
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- ELABORATION
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- SKULLGIRLS
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- Damage is calculated first by the number of characters in your team and your opponents, then combo scaling on top
- CHARACTER AMOUNT SCALING
- 3v3 = 1.30 | 1.30
- 2v3 = 1.30 | 1.00
- 2v2 = 1.00 | 1.00
- 1v3 = 1.45 | 1.00
- 1v2 = 1.45 | 1.30
- 1v1 = 1.00 | 1.00
- COMBO SCALING(The last two calculations are (SCALING MATHS) . SCALING DEDUCTION FROM PREVIOUS ATTACK
- The first 3 hits are unscaled
- HIT COUNT= SCALING FACTOR (ELABORATION FOR DEDUCTIVE PURPOSES)
- 4 = 0.875 ( 1- 0.125) .125
- 5 = 0.766 ( 1- 0.234) .109
- 6 = 0.670 ( 1- 0.330) .104
- 7 = 0.586 ( 1- 0.414) .84
- 8 = 0.513 ( 1- 0.487) .67
- 9 = 0.449 ( 1- 0.551) .64
- 10 = 0.393 ( 1- 0.607) .56
- 11 = 0.344 ( 1- 0.656) .49
- 12 = 0.301 ( 1- 0.699) .43
- 13 = 0.263 ( 1- 0.737) .38
- 14 = 0.230 ( 1- 0.770) .33
- 15 = 0.201 ( 1- 0.799) .29
- 16+ = 0.200 ( 1- 0.800) .1
- Combos lasting 16 hits or more are scaled to do a minimum of 20%, with attacks that deal 999+ scaling to 27.5%. Level 3 Supers do a minimum of 55% damage
- regardless of previous scaling. From what i can gather, theres no mathematic formula involved, rather these values were most likely hand picked so to
- speak. Counter Hits also deal an additional 50% damage on that one hit. Keep in mind that SG also rounds damage out.
- That said, damage is likely calculated as such
- BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling
- So for example, Valentines J.HP does 875 damage. lets say shes the only character in the team against a 3 character team, and shes in a 4 hit combo.
- Scaling would look like this
- 875 x 1.45 = 1268.75 = 1269 x 0.875 = 1110.15625 = 1110
- ADDITIONAL NOTES
- Throws set the scaling to 0.500, or 50% to you and me, and add to scaling depending on the character.For instance, Valentines is only 1, while Fillias is 2.
- Its also good to note scaling is different after throws as well. The values are as such.
- Depending on character, anywhere from the first 2, to no moves are unscaled. What follows is the values for each subsequent hit
- Before = 0.500 ( 1- 0.500) .500
- 1 = 0.438 ( 1- 0.562) .62
- 2 = 0.383 ( 1- 0.617) .55
- 3 = 0.335 ( 1- 0.665) .48
- 4 = 0.293 ( 1- 0.707) .32
- 5 = 0.256 ( 1- 0.744) .37
- 6 = 0.224 ( 1- 0.776) .32
- 7+ + 0.200 ( 1- 0.800) .24
- When Undizzy is 240 and above, damage is scaled by a further 45%. So in actuality, scaling looks like this
- BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling x Undizzy Scaling
- Any mention of Supers setting scaling to higher values is strictly referring to the Combo Scaling.
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- STREET FIGHTER 3: THIRD STRIKE
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- This game, while one of my favourites, handles scaling in a strange way that is not documented at all. Some even believe scaling only applies after 15 or so
- hits. This however is untrue. Scaling instead happens after the first hit, and continues to scale until the combo is done. From my analysis, i've deduced
- that scaling works in two ways. One keeping track of how many hits are in the combo, and another keeping track of how many of that strength of button are in
- the combo. For example, Dudelys CR.MP does 10 points of damage. If you jump in with anything other than a Medium strength button, the move does 9 damage,
- while doing 8 if you jump in with one. The closest idea i can grasp is that combo scaling does so by 10% per hit, and rounds it down, while the additional
- Strength (of Button) Scaling scales by an additional 5% and rounds it up to its higher value. This values seems to be static, only applying if the same
- button is being hit multiple times in the combo, only reducing the damage by 5% regardless of the combos length. This scaling also seems absent on the third
- hit, likely to aid slower characters with shorter combos. It also seems that on the sixth hit and onwards, the 0.10 subtraction no longer applies. Strangely,
- Life Scaling is present,but only takes effect at 20% or so. This scales the damage progressively, reducing it by 10% in assumingly 5% intervals.
- Something like this
- 20% = 95%
- 15% = 90%
- 10% = 85%
- 5% = 80%
- 0% = 75%
- With damage values being rounded up to its higher value. Along with that, the game has a damage cap, with even the most heavily scaled moves doing a least
- 1 point of damage.
- So, the current formula looks like this
- BASE_DAMAGE x(Combo Scaling = 1.00 -(Hit Count x 0.10) -(Ifelse(Hit Count < 6 & Hit Count != 3 || 1, 0.10, 0)) -(BASE_DAMAGE x Strength Scaling) x Life Scaling
- Take this, i tested out what happened to scaling if i juggled Makoto with Dudleys CR.HK over and over, and got these values
- Dudleys CR.HK
- 1 = 14
- 2 = 12
- 3 = 11
- 4 = 9
- 5 = 7
- 6 = 5
- Lets test out my theory. Lets calculate this sequence
- FIRST HIT
- 14 - (1 x 0.10 = 0.10 - 0.10 = 0 ) = 0 - ( IGNORED ) x (1.00) = 14
- SECOND HIT
- 14 - (2 x 0.10 = 0.20 - 0.10 = 0.10) = 1.4 = 1 - (14 X 0.05 = 0.7 = 1) x (1.00) = 12
- THIRD HIT
- 14 - (3 x 0.10 = 0.30 - 0.10 = 0.20) = 2.8 = 3 - ( IGNORED ) x (1.00) = 11
- FOURTH HIT
- 14 - (4 x 0.10 = 0.40 - 0.10 = 0.30) = 4.2 = 4 - (14 x 0.05 = 0.7 = 1) x (1.00) = 9
- FIFTH HIT
- 14 - (5 x 0.10 = 0.50 - 0.10 = 0.40) = 5.6 = 6 - (14 x 0.05 = 0.7 = 1) x (1.00) = 7
- SIXTH HIT
- 14 - ( 6 X 0.10 = 0.60 ) = 8.4 = 8 - (14 x 0.05 = 0.7 = 1) x (1.00) = 5
- Keep in mind that SF3:3S' damage scaling is some of the least documented stuff in the entirety of FGs. Barely anything is known about it, and most of this is
- pretty speculative in all honesty, but i feel that regardless it mimics the actual scaling somewhat well. If you have any additional info, feel free to hit
- me up.
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- ULTRA STREET FIGHTER IV
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- YATAGARASU: ATTACK ON CATACLYSM
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- Scaling occurs after the first hit. Following hits are scaled depending on the strength of the normal, with previous scaling adding up depending on how many
- moves of each type are in the combo. Damage is essentially calculated like this
- BASE_ DAMAGE x Light Scaling x Heavy Scaling x Special Scaling x Super Scaling
- To summarise using Mugen code, scaling would be calculated like this for attacks
- [State ???, Light Scaling]
- type = varset
- trigger1 = 1
- Var(?) = 1 - (0.20 x NUM of Lights Hit)
- With this in the appropriate state
- [State ???, Light Hit]
- type = varadd
- trigger1 = movehit = 1
- var(?) = 1
- Of course with multiple versions accounting for the other attack types. The values are as such
- Heavys = 10%
- Lights = 20%
- Specials = 25%
- Supers = 50%
- Its interesting to note that this damage scaling stacks, with the final value being rounded up to its higher value.
- So theoretically calculations could look like this
- 5000 x 0.60 x 0.90 x 0.75 x 0.50 = 1012.5 = 1013
- The Scaling in Yatagarasu is actually fairly simple, but interesting.
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