Lokheit
Warrior
I'm not sure where to post this (if wrong section, please someone move and sorry in advance) and maybe it's something already known, but I wanted to share it just in case.
I'm working on some videos explaining the game fundamentals from a technical perspective and while doing research about damage scalling formulas (they're quite simple btw, everymove should show on its data the percentage it applies to the following string, which is generally 0.95, 0.9 or 0.8 for launchers and then some specific cases) and just to confirm if it could work I did the following combos with Sub-Zero in the corner:
3 times B33,Iceball,B2,B2,F421+3 (31.53% x3 = 94.59%). The screen lists this combo as a 32% combo, which supposedly would mean 96% damage if done 3 times.
I followed it with D3 (2%) and D4 (3%). Result: 99.59% and opponent still alive.
Then I did the same combo, but with an added 1 in the middle of the juggle (afer the second B2), which adding its damage and applying the 0.95 reduction from the move to all the following hits results in 31.89% damage. The screen also lists it as a 32% combo.
If you do this one 3 times, the result is 95.67%. If you follow with a D3 and D4 for +5 damage, just like with the previous combo, it will kill the opponent because it will reach 100% so those decimals you gained from each combo count. If you follow with D3 twice for +4 damage, it won't kill him because it isn't reaching 100% and will leave him standing at 0.33% life, even though the round up numbers are telling you that the total damage is 100%
Knowing this won't really make a big difference on your matches as most times a 1% or 2% won't determine the final outcome of a match, but for purists that want to optimize and are discarding same damage combos, there will be times when a combo does 31.51% and will be rounded up to 32% and another one at 32.49%, dealing almost a full point more of damage will be listed as the same.
Just wanted to share it, if it can help someone I'm glad it served for something, if you all already know I guess I'm late to the party
I'm working on some videos explaining the game fundamentals from a technical perspective and while doing research about damage scalling formulas (they're quite simple btw, everymove should show on its data the percentage it applies to the following string, which is generally 0.95, 0.9 or 0.8 for launchers and then some specific cases) and just to confirm if it could work I did the following combos with Sub-Zero in the corner:
3 times B33,Iceball,B2,B2,F421+3 (31.53% x3 = 94.59%). The screen lists this combo as a 32% combo, which supposedly would mean 96% damage if done 3 times.
I followed it with D3 (2%) and D4 (3%). Result: 99.59% and opponent still alive.
Then I did the same combo, but with an added 1 in the middle of the juggle (afer the second B2), which adding its damage and applying the 0.95 reduction from the move to all the following hits results in 31.89% damage. The screen also lists it as a 32% combo.
If you do this one 3 times, the result is 95.67%. If you follow with a D3 and D4 for +5 damage, just like with the previous combo, it will kill the opponent because it will reach 100% so those decimals you gained from each combo count. If you follow with D3 twice for +4 damage, it won't kill him because it isn't reaching 100% and will leave him standing at 0.33% life, even though the round up numbers are telling you that the total damage is 100%
Knowing this won't really make a big difference on your matches as most times a 1% or 2% won't determine the final outcome of a match, but for purists that want to optimize and are discarding same damage combos, there will be times when a combo does 31.51% and will be rounded up to 32% and another one at 32.49%, dealing almost a full point more of damage will be listed as the same.
Just wanted to share it, if it can help someone I'm glad it served for something, if you all already know I guess I'm late to the party
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