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Yoshin222

DAMAGE SCALING

Nov 12th, 2017
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  1. DAMAGE SCALING NOTES
  2. GAMES PRESENT IN ORDER OF DISSECTION = SKULLGIRLS | SF3:3S | USFIV | YATAGARASU |
  3.  
  4. FOR THOSE WHO JUST WANT THE FORMULAS AND ALREADY UNDERSTAND HOW IT'D WORK. FURTHER EXPLANATION OF EACH BELOW
  5. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  6. SKULLGIRLS
  7. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  8. BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling x Undizzy Scaling
  9. Starts after 3RD hit
  10. EXAMPLE CALCULATION
  11. 875 x 1.45 = 1268.75 = 1269 x 0.875 = 1110.15625 = 1110
  12.  
  13. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  14. STREET FIGHTER 3: THIRD STRIKE
  15. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  16. 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
  17. Starts after 1ST hit
  18. EXAMPLE CALCULATION
  19. 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
  20.  
  21. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  22. ULTRA STREET FIGHTER IV
  23. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  24. BASE_DAMAGE x (Combo Scaling = 1.00 - (NUM of Hits x 0.10) x Ultra Scaling x Counter Hit Scaling x Life Scaling)
  25. Starts after 2ND hit
  26.  
  27. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  28. YATAGARASU: ATTACK ON CATACLYSM
  29. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  30. BASE_ DAMAGE x Light Scaling x Heavy Scaling x Special Scaling x Super Scaling
  31. Starts after 1ST hit
  32. EXAMPLE CALCULATION
  33. 5000 x 0.60 x 0.90 x 0.75 x 0.50 = 1012.5 = 1013
  34.  
  35.  
  36.  
  37. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  38. ELABORATION
  39. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  40. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  41. SKULLGIRLS
  42. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  43. Damage is calculated first by the number of characters in your team and your opponents, then combo scaling on top
  44. CHARACTER AMOUNT SCALING
  45. 3v3 = 1.30 | 1.30
  46. 2v3 = 1.30 | 1.00
  47. 2v2 = 1.00 | 1.00
  48. 1v3 = 1.45 | 1.00
  49. 1v2 = 1.45 | 1.30
  50. 1v1 = 1.00 | 1.00
  51.  
  52. COMBO SCALING(The last two calculations are (SCALING MATHS) . SCALING DEDUCTION FROM PREVIOUS ATTACK
  53. The first 3 hits are unscaled
  54.  
  55. HIT COUNT= SCALING FACTOR (ELABORATION FOR DEDUCTIVE PURPOSES)
  56. 4 = 0.875 ( 1- 0.125) .125
  57. 5 = 0.766 ( 1- 0.234) .109
  58. 6 = 0.670 ( 1- 0.330) .104
  59. 7 = 0.586 ( 1- 0.414) .84
  60. 8 = 0.513 ( 1- 0.487) .67
  61. 9 = 0.449 ( 1- 0.551) .64
  62. 10 = 0.393 ( 1- 0.607) .56
  63. 11 = 0.344 ( 1- 0.656) .49
  64. 12 = 0.301 ( 1- 0.699) .43
  65. 13 = 0.263 ( 1- 0.737) .38
  66. 14 = 0.230 ( 1- 0.770) .33
  67. 15 = 0.201 ( 1- 0.799) .29
  68. 16+ = 0.200 ( 1- 0.800) .1
  69.  
  70. 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
  71. regardless of previous scaling. From what i can gather, theres no mathematic formula involved, rather these values were most likely hand picked so to
  72. speak. Counter Hits also deal an additional 50% damage on that one hit. Keep in mind that SG also rounds damage out.
  73. That said, damage is likely calculated as such
  74.  
  75. BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling
  76. 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.
  77. Scaling would look like this
  78. 875 x 1.45 = 1268.75 = 1269 x 0.875 = 1110.15625 = 1110
  79.  
  80. ADDITIONAL NOTES
  81. 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.
  82. Its also good to note scaling is different after throws as well. The values are as such.
  83. Depending on character, anywhere from the first 2, to no moves are unscaled. What follows is the values for each subsequent hit
  84.  
  85. Before = 0.500 ( 1- 0.500) .500
  86. 1 = 0.438 ( 1- 0.562) .62
  87. 2 = 0.383 ( 1- 0.617) .55
  88. 3 = 0.335 ( 1- 0.665) .48
  89. 4 = 0.293 ( 1- 0.707) .32
  90. 5 = 0.256 ( 1- 0.744) .37
  91. 6 = 0.224 ( 1- 0.776) .32
  92. 7+ + 0.200 ( 1- 0.800) .24
  93.  
  94. When Undizzy is 240 and above, damage is scaled by a further 45%. So in actuality, scaling looks like this
  95. BASE_DAMAGE x Character Scaling x Counter Hit Scaling x Combo scaling x Undizzy Scaling
  96.  
  97. Any mention of Supers setting scaling to higher values is strictly referring to the Combo Scaling.
  98.  
  99. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  100. STREET FIGHTER 3: THIRD STRIKE
  101. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  102. 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
  103. 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
  104. 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
  105. 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,
  106. 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
  107. 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
  108. 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
  109. 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,
  110. 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.
  111. Something like this
  112.  
  113. 20% = 95%
  114. 15% = 90%
  115. 10% = 85%
  116. 5% = 80%
  117. 0% = 75%
  118.  
  119. 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
  120. 1 point of damage.
  121.  
  122. So, the current formula looks like this
  123.  
  124. 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
  125.  
  126. Take this, i tested out what happened to scaling if i juggled Makoto with Dudleys CR.HK over and over, and got these values
  127. Dudleys CR.HK
  128. 1 = 14
  129. 2 = 12
  130. 3 = 11
  131. 4 = 9
  132. 5 = 7
  133. 6 = 5
  134.  
  135. Lets test out my theory. Lets calculate this sequence
  136.  
  137. FIRST HIT
  138. 14 - (1 x 0.10 = 0.10 - 0.10 = 0 ) = 0 - ( IGNORED ) x (1.00) = 14
  139. SECOND HIT
  140. 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
  141. THIRD HIT
  142. 14 - (3 x 0.10 = 0.30 - 0.10 = 0.20) = 2.8 = 3 - ( IGNORED ) x (1.00) = 11
  143. FOURTH HIT
  144. 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
  145. FIFTH HIT
  146. 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
  147. SIXTH HIT
  148. 14 - ( 6 X 0.10 = 0.60 ) = 8.4 = 8 - (14 x 0.05 = 0.7 = 1) x (1.00) = 5
  149.  
  150. 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
  151. 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
  152. me up.
  153.  
  154. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  155. ULTRA STREET FIGHTER IV
  156. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  157.  
  158. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  159. YATAGARASU: ATTACK ON CATACLYSM
  160. -------------------------------------------------------------------------------------------------------------------------------------------------------------
  161. 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
  162. moves of each type are in the combo. Damage is essentially calculated like this
  163.  
  164. BASE_ DAMAGE x Light Scaling x Heavy Scaling x Special Scaling x Super Scaling
  165.  
  166. To summarise using Mugen code, scaling would be calculated like this for attacks
  167.  
  168. [State ???, Light Scaling]
  169. type = varset
  170. trigger1 = 1
  171. Var(?) = 1 - (0.20 x NUM of Lights Hit)
  172.  
  173. With this in the appropriate state
  174.  
  175. [State ???, Light Hit]
  176. type = varadd
  177. trigger1 = movehit = 1
  178. var(?) = 1
  179.  
  180. Of course with multiple versions accounting for the other attack types. The values are as such
  181.  
  182. Heavys = 10%
  183. Lights = 20%
  184. Specials = 25%
  185. Supers = 50%
  186.  
  187. Its interesting to note that this damage scaling stacks, with the final value being rounded up to its higher value.
  188. So theoretically calculations could look like this
  189.  
  190. 5000 x 0.60 x 0.90 x 0.75 x 0.50 = 1012.5 = 1013
  191.  
  192. The Scaling in Yatagarasu is actually fairly simple, but interesting.
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