Tari Posted March 29, 2014 Posted March 29, 2014 Just spent some time figuring this out myself, so I figured I'd explain it for anyone interested. It's fairly straightforward, and it's less complicated than ASW games (no P1 or SMP), but there are some rules that have to be followed that I don't believe are present in other games.This is more or less just for entertainment(?), as I don't think there's much point to doing these sorts of calculations unless you're really bored (like I was). NotesThere are only two important move values to pay attention to when calculating damage:Damage - the amount of damage any move does in 1 hit.Proration - this is the percentage of damage taken from any subsequent move in a combo. Proration in this game is additive, not multiplicative.~There are two important rules to follow when calculating damage (these rules are applied to each hit in a combo):All damage values are rounded up to the closest whole number. This means that 21.1 is rounded to 22, not 21.Proration cannot cause combo damage to fall below 10%. The only time that damage can fall to 0 is when the 350 damage cap kicks in (see other info).~Other Info:When calculating for awakening damage, multiply each move's damage values by the awakening bonus and round immediately. (see example 3)Combos that go over 350 damage incur a damage penalty automatically. All damage beyond 350 is reduced to 1/5th of its value. If damage is reduced to less than 1, the hit will do 0 damage.Notably, for the 350 damage rule, if a move causes the combo damage to go over 350, whatever damage goes beyond 350 immediately is hit by the 350 damage rule. (ie: if a move does 20 damage and causes the combo to go from 340 to 360 damage, the 10 damage beyond 350 is immediately reduced to 2, so the combo only does 352 damage)Direct cancelling main->sub (and other such cancels) applies a cancel proration. Melee cancels and the such are generally exempt from this. This proration value is unique to each cancel, I believe, though I'm not 100% sure about this.The JP wiki will list proration in positives or negatives. Positive numbers (ie: 65%) are the percentage of damage the next move will do. Negative numbers (ie: -35%) are the percentage of damage the next move will lose. They're the same number, just represented two different ways (ie: 100 - 35 = 65).The JP wiki lists both total damage values (累計威力) and individual damage values (単発威力) for each hit in a melee move. You'll want the individual numbers.Guts and awakening will change your damage values. Additionally, if a player blocks and then gets hit by a combo immediately afterwards, the combo will only deal 90% damage (it takes -10% in proration immediately).Down values cause enemies to yellow out when a combo applies 5 or more points of down value to the enemy.Awakening causes a 10% reduction in down value (rounded up to the closest hundredth decimal) for every hit, so combos can be extended slightly.Moves that hit simultaneously are calculated simultaneously. That is to say, they don't apply proration to each other. This allows certain impractical setups to breach the 350 damage rule, as it's possible to perform a 'combo' in which no single move causes damage to pass the 350 barrier (since all the moves hit at the same time, only the combined damage passes 350)..Since I don't think I did a particularly great job of explaining it with the above bullets, here're some examples, listed in order of complexity and annoyance. Example 1 - Unicorn Gundam ZundaA zunda from Unicorn (BR >> BR >> BR) does 186 damage.Unicorn Gundam's BR does 95 damage, and has a proration value of 65%.This can be calculated as such:95 + (95 * 0.65) + (95 * (0.3)) = 95 + 61.75 + 28.5 =>95 + 62 + 29 = 186 damage totalThe first BR has no proration applied to it, so it does the full 95 damage. It applies 65% proration to all moves that follow it, however.The second BR takes a 35% hit to its damage (100% - 35% = 65%), so it deals 95 * 0.65 = 61.75 damage. 61.75 is truncated to 61.7, and then rounded up to 62. It then applies another 65% proration to all moves that follow it.The third BR takes a (35+35)% hit to its damage (100% - 35% - 35% = 30%), so it deals 95 * 0.3 = 28.5 damage. 28.5 is rounded up to 29.The final damage is therefore 95 (BR 1) + 62 (BR 2) + 29 (BR 3) = 186 damage total. Example 2 - Unicorn Gundam Melee ComboUnicorn Gundam's melee combo of 6B > 6B > 6B does 159 damage.6B does 68 damage on its first hit and applies 79% proration to each move after it in a combo. However, these are total values. 6B's first hit is a 3-hit move, and needs to be calculated with its individual numbers instead.6B(1) does 24 damage and applies -7% proration to each hit after it in a combo. As 6B hits 3 times, the calculation comes out to such:24 + (24 * 0.93) + (24 * 0.86) = 24 + 22.32 + 20.64 => 24 + 23 + 21 = 68 damageThe full combo therefore is calculated as such:24 + (24 * 0.93) + (24 * 0.86) + (24 * 0.79) + (24 * 0.72) + (24 * 0.65) + (24 * .58) + (24 * 0.51) + (24 * 0.44) =24 + 22.32 + 20.64 + 18.96 + 17.28 + 15.6 + 13.92 + 12.24 + 10.56 =>24 + 23 + 21 + 19 + 18 + 16 + 14 + 13 + 11 = 159 damage total Example 3 - Blast Burst Awakened Extreme Xenon Melee ComboWhile awakened, Xenon can do a massive number of hits in his form 2 melee combos, and deal insane damage. We'll be looking at this combo here: 6B(1) -> Leos Knuckle (11 hits) > 6B(1) -> Leos Knuckle (11 hits) > 6B(1) -> Leos Knuckle.In Blast Burst, it does a good 350 damage. In Assault Burst, it barely does any more damage (approx. 352 damage), and has a good 11 hits that do 0 damage because they're over the 350 damage barrier (the final hit still does 2 damage, though).This is the relevant information for this combo:6B: 75 damage, -20% prorationLeos Knuckle (initial hit): 70 damage, -20% prorationLeos Knuckle (per hit, hits 2-11): 13 damage(?), -1% prorationLeos Knuckle (final hit): 90 damage, instant downHowever, since we're in Blast Burst, Xenon does an extra 5% damage per hit, giving him the following numbers:6B: 78.75 -> 79 damageLeos Knuckle (initial hit): 73.5 -> 74 damageLeos Knuckle (per hit, hits 2-11): 13.65 -> 14 damageLeos Knuckle (final hit): 94.5 -> 95 damageNote that we rounded the numbers immediately.This combo can be calculated as such: 79 + (74 * 0.8) + (14 * (0.6 + 0.59 + 0.58 + ... + 0.51)) + (79 * 0.5) + (74 * 0.3) + (14 * 0.1 (ten times)) + (79 * 0.1) + (74 * 0.1) + (14 * 0.1 (ten times)) + (95 * 0.1) =79 + 59.2 + 8.4 + 8.26 + 8.12 + 7.98 + 7.84 + 7.7 + 7.56 + 7.42 + 7.28 + 7.14 + 39.5 + 22.2 + 1.4 (ten times) + 7.9 + 7.4 + 1.4 (ten times) + 9.5 =>79 + 60 + 9 + 9 + 9 + 8 + 8 + 8 + 8 + 8 + 8 + 8 + 40 + 23 + (2 * 10) + 8 + 8 + (2 * 10) + 10 = 351(!) damage totalAt this point, there are two things to point out, both indicated in red.The first are the numbers in red. Those indicate that we've hit the minimum proration value, and all proration from that point forward is valued at 0.1.The second is that the final calculated value was 351, which is notably not the 350 we actually get in game. This is because the final 1 damage is immediately hit with the 1/5th reduction from the 350 cap. In practice, it becomes considered as such: 350 + (1 * 0.2). Because the (1 * 0.2) evaluates to less than 1, however, it simply gets reduced to 0 damage.As such, the true final calculation is this: 79 + 60 + 9 + 9 + 9 + 8 + 8 + 8 + 8 + 8 + 8 + 8 + 40 + 23 + (2 * 10) + 8 + 8 + (2 * 10) + (9 + 0) = 350 damage total
akai_GO Posted June 17, 2014 Posted June 17, 2014 Would someone mind looking at this spreadsheet and telling me if I did this right for Unicorn's NT-D derivations before I upload it to the wiki? https://drive.google.com/file/d/0B6sm4VSR4jxbNXdfWTI4anVrVTQ/edit?usp=sharing
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now