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Posted
Do you guys think his new fatals will be as reliable as his 2c?

Not really, BS is too slow (thoug it's kinda safe on block and overhead), and D ID is to risky (though it's very fast).

Posted (edited)
■Drive Properties

Lifesteal will prorate as such: 100% > 90% > 95% > 100% > 105% > 110% > … > 150% > 160% > 180% (max 180%)

Hitting the opponent using moves with Soul Eater properties in succession will experience this proration. (such as DID and OD DS)

【Normal Moves】

50 > DID(1)

100 > normal moves, keri age, kakato otoshi, dead spike

200 > tsuika, carnage scissors

300 > blood scythe

500 > DbD

【OD Mode】

75 > DID(1)

100 > each dead spike hit

125 > normal moves

150 > keri age, kakato otoshi

300 > tsuika

450 > blood scythe

500 > carnage scissors (300+50*4)

1000 > DbD

■Heat Gain

Heat Gain Rate = Damage * 0.0072 (TL: probably referring to CURRENT move damage)

upon receiving enemy hit = enemy attack damage * 0.004

After second hit, heat gain will suffer a 70% proration

Certain moves like Hell's Fang (OD version included) have a bonus that doubles their heat gain

But due to receiving the heat gain proration and damage proration, it won't increase the value by a whole lot

also, that combo video is old.

Edited by KayEff
Posted

Thanks for the translation KF. You didn't include DS though, it should be included as having 100 lifesteal in normal mode and OD mode (it's there in the part I quoted from the jBBs, post numebr 12). It'd be good to have this info in the opening post of this thread too.

Posted (edited)

Does anyone in that JBBS thread mention about lifesteal on block during Over Drive? I added the new lifesteal rate to the Ragna 101 thread last night, but I figured I'd wait to add the specific lifesteal changes until all the numbers are known (edit: actually I'll start adding them in later anyway).

Edited by Final Ultima
Posted
Not really, BS is too slow (thoug it's kinda safe on block and overhead), and D ID is to risky (though it's very fast).

Dude. Just use it as a punish tool. It's 7 frames.

Posted
Anyone know the maximum lifesteal you can get from a single combo? In and outside of OD?

the exact value would be pretty difficult to calculate, especially since you'd not only have to consider how many times each move is used, but also the scaling that goes behind it.

if you want a rough value, then i can estimate that ragna can steal at most around 3.5k HP, give or take

Posted

I went and calculated the lifesteal from an Over Drive combo that did about 6400 damage (which is pretty typical for a full length Over Drive combo off of any given starter with enough Heat to Rapid Cancel at the start and land a Yami ni Kuwarero at the end). Assuming all the figures from the JBBS are correct, the final lifesteal value was 3920, which seems about consistent with the actual Life Gauge considering it had to be low in the first place to get full Over Drive length.

As far as combos outside of Over Drive go, if you're talking about 5B > 5C > 2D (RC) into stuff, you're probably looking at something in the late 800s to mid 900s range.

Posted

No, I was just going by combos that are meterless beyond the initial setup. You're not going to want to burn 100% Heat on a combo that doesn't involve Over Drive, typically.

Posted
I went and calculated the lifesteal from an Over Drive combo that did about 6400 damage (which is pretty typical for a full length Over Drive combo off of any given starter with enough Heat to Rapid Cancel at the start and land a Yami ni Kuwarero at the end). Assuming all the figures from the JBBS are correct, the final lifesteal value was 3920, which seems about consistent with the actual Life Gauge considering it had to be low in the first place to get full Over Drive length.

As far as combos outside of Over Drive go, if you're talking about 5B > 5C > 2D (RC) into stuff, you're probably looking at something in the late 800s to mid 900s range.

Those numbers seem right for what I'm seeing here.

http://youtu.be/QIpxaJPGZq4?t=8m54s

Love the potential for a complete turn around you can get with BK now. I'm sad that the life yield outside of OD is just so meager comparatively. Though I guess that's just the awesomeness of BK!

Posted

This forum is too dead, it needs to be revived. I hope this question sparks some discussion:

So how good/bad is Ragna looking so far?

IMO: His neutral seems good, his mixup looks the same as before, his damage was worsened (but so was everyone elses), as was his metergain (something universal). What I see is that his pressure actually looks repeatable, as long as it's not too predictable, thanks to BS, and the new dc on DS. His corner carry looks good too.

But best of all he looks FUN TO PLAY.

Posted

It'll blow up when the mook goes public.

Posted
This forum is too dead, it needs to be revived. I hope this question sparks some discussion:

So how good/bad is Ragna looking so far?

IMO: His neutral seems good, his mixup looks the same as before, his damage was worsened (but so was everyone elses), as was his metergain (something universal). What I see is that his pressure actually looks repeatable, as long as it's not too predictable, thanks to BS, and the new dc on DS. His corner carry looks good too.

But best of all he looks FUN TO PLAY.

That's pretty much the opposite of what the consensus was a few months ago. He does seem to be doing better.

The real question is, how interesting is BS now.

Posted
It'll blow up when the mook goes public.

What do you mean? Do you know something we don't know?

Is it bad? ;_;

When is it going public anyway?

Posted

Pretty sure Skye just means that once the mook is out there will be lots and lots of discussion. I suspect most of the character threads will explode.

Or maybe the next patch will make BS unblockable.

Posted

In Japan, you can BS all day.

America is full of BS, so you can't really BS like you can in Japan.

Guess it depends on where you're playing.

Also Lumin, your sig still kills me in all sorts of ways.

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