Lokheit
Noob
Just wanted to post that all of those double damage penalties on Kenshi's launchers that I posted some weeks ago in another thread, are still there. The only reason combo damage seems to be slightly better is that s4 is now 5 damage instead of 7.
Copy/Pasting the double damage penalty explanations from the other thread just as a reminder:
On top of that, and I think the fact that this is still in the game (and now duplicated) is pure mockery, 111 for Balanced and Possesed STILL HAS A 0.85 damage scale instead of 0.95 that is the one you find in regular jabs while 0.85 is the one that for example Tri-Borg Sub-Zero applies on his regular Iceball.
But the world is even more beautiful than that: Remember that new string Kenshi got? It recycles not only the animations of the last 2 hits of 111 but also its damage scale so the last hit of that one also has a 0.85 damage scale penalty.
Basically it's better to stop at 11 and F21 as combo damage is better with them than with their children and both are -1 on block while their children are -10. Why these strings continuations are in the game is a mistery if they're really intended to have that heavy damage penalty.
So... well... at least Kenjutsu looks like I can play it.
Copy/Pasting the double damage penalty explanations from the other thread just as a reminder:
There was a patch where it was mentioned that some Kenshi's moves weren't scaling as intended, and from that patch ALL VERSIONS of Kenshi DB1 have 2 damage penalties instead of 1.
Damage penalties in general come in jumps of 0.05 (0.95, 0.9, 0.85, 0.8... etc...) with the exception of the "hard cap penalty" that is 0.66 (uppercuts have it and some moves like Scorpion's spear of Sub-Zero's 242).
There are some moves though, that have penalties on a single hit that are the result of combining multiple of the "regular penalties". Many of these moves adquired these penalties after patches so I'm not sure if they were intended to work that way or someone screwed up the numbers and just added a new penalty on top of the old one (for example, a move having a penalty of 0.95x0.85 that is almost the same of the 0.8 penalty that is commonly seen).
All of Kenshi's DB1 have multiple penalties on the same hit:
Balanced:
The regular Rising Karma has a penalty of 0.9x0.9 (total of 0.81 instead of your typical 0.8).
Kenjutsu:
Rising Sword has a penalty of 0.8x0.85 (total of 0.68, almost as heavy as the hard cap) which is insane considering the juggle is really hard to connect and this makes the damage really low.
The Ex version has the same penalty on the first hit, combined with other 2 hits of 0.95 and 0.8 each, this leads to a total penalty of 0.5168 which means you're getting almost half of the damage of whatever comes after the launcher (and that's why EX DB1 doesn't lead to anything worth telling).
Possesed:
EX DB1: Even if you can hardly connect after this one, and only on the EX version and either the corner or a ranged attack, it also has a double penalty of 0.85x0.9 for a total of 0.765.
All of these double penalties should be removed and replaced by your typical 0.8 to 0.9 launcher penalty so Kenshi's combos suck a bit less.
Damage penalties in general come in jumps of 0.05 (0.95, 0.9, 0.85, 0.8... etc...) with the exception of the "hard cap penalty" that is 0.66 (uppercuts have it and some moves like Scorpion's spear of Sub-Zero's 242).
There are some moves though, that have penalties on a single hit that are the result of combining multiple of the "regular penalties". Many of these moves adquired these penalties after patches so I'm not sure if they were intended to work that way or someone screwed up the numbers and just added a new penalty on top of the old one (for example, a move having a penalty of 0.95x0.85 that is almost the same of the 0.8 penalty that is commonly seen).
All of Kenshi's DB1 have multiple penalties on the same hit:
Balanced:
The regular Rising Karma has a penalty of 0.9x0.9 (total of 0.81 instead of your typical 0.8).
Kenjutsu:
Rising Sword has a penalty of 0.8x0.85 (total of 0.68, almost as heavy as the hard cap) which is insane considering the juggle is really hard to connect and this makes the damage really low.
The Ex version has the same penalty on the first hit, combined with other 2 hits of 0.95 and 0.8 each, this leads to a total penalty of 0.5168 which means you're getting almost half of the damage of whatever comes after the launcher (and that's why EX DB1 doesn't lead to anything worth telling).
Possesed:
EX DB1: Even if you can hardly connect after this one, and only on the EX version and either the corner or a ranged attack, it also has a double penalty of 0.85x0.9 for a total of 0.765.
All of these double penalties should be removed and replaced by your typical 0.8 to 0.9 launcher penalty so Kenshi's combos suck a bit less.
On top of that, and I think the fact that this is still in the game (and now duplicated) is pure mockery, 111 for Balanced and Possesed STILL HAS A 0.85 damage scale instead of 0.95 that is the one you find in regular jabs while 0.85 is the one that for example Tri-Borg Sub-Zero applies on his regular Iceball.
But the world is even more beautiful than that: Remember that new string Kenshi got? It recycles not only the animations of the last 2 hits of 111 but also its damage scale so the last hit of that one also has a 0.85 damage scale penalty.
Basically it's better to stop at 11 and F21 as combo damage is better with them than with their children and both are -1 on block while their children are -10. Why these strings continuations are in the game is a mistery if they're really intended to have that heavy damage penalty.
So... well... at least Kenjutsu looks like I can play it.