Advertisement
Guest User

Paper Mario Origami King Battle Damage Calcs by mindscrapejem

a guest
Aug 3rd, 2020
159
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.13 KB | None | 0 0
  1. After much testing and calculation, damage apparently works like this:
  2. + At 50 Base HP, your "Base" damage is 6 damage (i.e. Boots Damage, No Multiplier, Failed Action Command)
  3. + Hammer deals 1 additional damage (or worded differently, Hammer deals 7 base damage.)
  4. + The 1.5x Multiplier will increase Boots to 9 damage, and Hammer to 11 damage. Game rounds when decimals get involved, up at 0.5 and above, down when below that.
  5. (Note: The 1.5x Multiplier only affects the BASE damage, and does not affect the Action command damage.)
  6. + For Boots, 'Nice' adds 1 damage, 'Great' adds 2 damage, and 'Excellent' adds 3 damage.
  7. + For Hammer, 'Nice' adds 1 damage, 'Great' adds 3 damage, and 'Excellent' adds 5 damage.
  8. (And now for the BS calculation after verifying at base HP values of 50, 70, 75, 80, 125 and 200.)
  9. + You deal 2/3 (0.667) additional damage (rounded during attack phase) for each 'MAX UP Heart' you collect, regardless of it being a +5 HP or a +20 HP Heart.
  10. (e.g. at 70 HP, Boots will deal 6.67 base [rounded up 7] damage, at 75 HP, Boots will deal 7.33 [rounded down to 7] damage, etc.)
  11. + The Heart Plus, Guard Plus, and Timer Plus Accessories DO NOT affect damage values, that's why its BASE HP values.
  12. + Finally Items are deal FLAT Damage and are not affected by your HP values, or your damage multiplier, their damage is only affected by if you complete the action command or fail it.
  13. ---
  14. Below are the breakdowns of what each weapon adds to the Base damage for each attack:
  15. + Iron Boots deal 2 additional damage
  16. + Shiny Boots deal 4 additional damage
  17. + Gold Boots deal 7 additional damage
  18. + Shiny Iron Boots deal 7 additional damage
  19. + Flashy Boots deal 9 additional damage
  20. + Flashy Iron Boots deal 12 additional damage
  21. + Legendary Boots deals 15 additional damage
  22. + Legendary Iron Boots deals 16 additional damage
  23. ---
  24. + Shiny Hammer deals 4 additional damage
  25. + Hurlhammer deals 4 additional damage
  26. + Gold Hammer deals 7 additional damage
  27. + Fire Hammer deals 7 additional damage
  28. + Ice Hammer deals 7 additional damage
  29. + Flashy Hammer deals 9 additional damage
  30. + Legendary Hammer deals 15 additional damage
  31. + Shiny Hurlhammer deals 15 additional damage
  32. ---
  33. Flat damage for Items are below:
  34. + POW Block deals 8 damage normally, and 12 damage if you hit the action command.
  35. + Fire Flower deals 20 damage normally, and 24 damage if you hit the action command (for each Fireball)
  36. + Ice Flower deals 20 damage normally, and 24 damage if you hit the action command (for each Iceball)
  37. (Note: Certain enemies will take more or less damage due to elemental affinity from Fire Flowers and Ice Flowers, but I don't care enough to check how much. This is also true for Shiny Fire Flowers and Shiny Ice Flowers. Buzzy Beetles are IMMUNE to Fire Flowers, but Spinies are not immune.)
  38. + Tail deals 20 damage normally, and 24 damage if you hit the action command.
  39. + Shiny Fire Flower deals 30 damage normally, and 36 damage if you hit the action command (for each Fireball)
  40. + Shiny Ice Flower deals 30 damage normally, and 36 damage if you hit the action command (for each Iceball)
  41. + Shiny Tail deals 30 damage normally, and 36 damage if you hit the action command.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement