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Damage Differences in INJ2

Akromaniac27

Ready to lose your head?
For whatever reason, there is a damage difference between characters, when doing the same exact combo. This was in competitive mode as well, so it isn't gear that's affecting it. The stats on HP, Attack, Defense and Ability, also don't seem to add up as to why it changes the way it does.

*The combo design at the bottom is just something I'm working on for a future combo video of her. Cuz I'm such a geek/fan when it comes to DC, I plan on creating a different design for every character I'd use when the official game comes out, so this is like a test drive.

***A way to determine damage difference *** This is really just for combos***

If you use the Kryptonians as the base, here's the "formula" to determine combo damage for when it's dealt to Batman or Atrocitus:

( Kyrpton Damage/9 ) x 10

If you use Batman or Atrocitus as the base, here's the "formula" to determine combo damage dealt to the Kryptonians:

( Damage x 0.9 )

Batman Stats:
Strength: 1050
Ability: 1100
Defense: 900
HP: 1000

Superman Stats:
Strength: 1150
Ability: 1050
Defense: 1000
HP: 950

Supergirl Stats:
Strength: 1050
Ability: 1150
Defense: 1000
HP: 950

Atrocitus Stats:
Strength: 1200
Ability: 950
Defense: 900
HP: 1000

 
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Akromaniac27

Ready to lose your head?
WHAT. I know this is a beta, but that seems crazy in comparison to the other three.
Seriously though lol. But it doesn't seem to really change anything at all, because damage doesn't alter outside of the 3-4% I mentioned. At least from what's been checked so far.
 

Eddy Wang

Skarlet scientist
Do we know what these stats even mean yet? What's the difference between HP and Defense? What does Ability even mean?
There is a possibility that it implicates damage resistance making the player more resilient do damage scaling as his health goes even lower maybe.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
A way to read the damage in percentage, is to just move the decimal 1 over to the left under the combo hit count.
I don't think that's accurate. That's not how percentages work. The only way that would work is if everyone had exactly 1,000 HP. But, as you listed, they don't. So percentages will absolutely differ between characters. Because math.

The damage numbers you see are HP. Each character's strength and the opposing defense will also affect the damage numbers, just like an RPG. Atrocitus and Batman have lower defense values, so they took more damage. Makes perfect sense.

All of the info is in your own post, lol. Not sure what exactly is being questioned here.
 
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Akromaniac27

Ready to lose your head?
I don't think that's accurate. That's not how percentages work. The only way that would work is if everyone had exactly 1,000 HP. But, as you listed, they don't. So percentages will absolutely differ between characters. Because math.

The damage numbers you see are HP. Each character's strength and the opposing defense will also affect the damage numbers, just like an RPG. Atrocitus and Batman have lower defense values, so they took more damage. Makes perfect sense.

All of the info is in your own post, lol. Not sure what exactly is being questioned here.
Yeah I noticed that later on that percentage isn't right, but the question is still there; what do we go off by to determine damage being dealt? Strength and Defense is still giving off different values along with different HP, so what base do we go off of? It isn't being applied like, hey this does 500 damage across the board, so it'll vary how many times you need to use it on someone with 1000 HP versus 2500 HP. If that were the case, this wouldn't be in question at all, but it isn't.

I'll add this to the OP, but the one constant I did find was that damage done on Superman and Supergirl, can be used as a based, and divide the number by 9 then multiply 10...lol. Damage dealt to them is 90% of the damage dealt to the other two. Or an easier flip side, is take 90% of damage done to Atrocitus or Batman, and there's your damage output for the Kyrptonians (Damage x 0.9 = Damage on Kyrptonians).
 

Fred Marvel

It's actually Freddy Marvel
this is so interesting but it probably is just based on what the other characters base defense stat is. also i really need someone to practice with haha
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
Yeah I noticed that later on that percentage isn't right, but the question is still there; what do we go off by to determine damage being dealt? Strength and Defense is still giving off different values along with different HP, so what base do we go off of? It isn't being applied like, hey this does 500 damage across the board, so it'll vary how many times you need to use it on someone with 1000 HP versus 2500 HP. If that were the case, this wouldn't be in question at all, but it isn't.

I'll add this to the OP, but the one constant I did find was that damage done on Superman and Supergirl, can be used as a based, and divide the number by 9 then multiply 10...lol. Damage dealt to them is 90% of the damage dealt to the other two. Or an easier flip side, is take 90% of damage done to Atrocitus or Batman, and there's your damage output for the Kyrptonians (Damage x 0.9 = Damage on Kyrptonians).
I'm not sure you're understanding the strength and defense properties. There's not going to be a single constant across the board.

Higher strength = output more damage. Lower defense = receive more damage.

So, for example (completely making these numbers up), let's say one character might take 300 damage from a combo. Then another character, with a lower defense value, might take 328 damage from that same combo. Makes perfect sense, because their defense (armor, shield, however you want to think of it) is lower, right? But you still can't use a percentage to compare them, because the characters have different amounts of overall health (maybe 1000 vs 1200).

That's the whole purpose of the gear system. Level up your characters. So if that one who took 300 damage, gets a new piece I'd hear that increases their defense by a couple points, maybe now they'll only take 297 damage, you know?

I mean unless I'm misunderstanding your point, I feel like you're looking for a constant where one doesn't exist (and will never exist in this game).

But if you're looking at "what to go by" it would just be the damage number (which is the amount of Hit Points (HP) you're taking away from their health). You may do 300 HP to one character, 290 to another, 320 to another, etc. All depends on their defense. Taking that a step further, you could even do different amounts of damage to different Batman players, depending on their gear stats.

So there is no constant. You won't see "40% mid-screen combos" because that percentage would be different for every single player, and different for every single opponent. It's a completely different mindset than previous NRS games.

Hope this makes sense.
 
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DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
@16 Bit what is the difference between DEF and HP?

Also, is the Ability stat a power rater for ones damage or something else?
Defense would be your resistance to damage. HP is just your overall health bar. I tried to explain it in my previous post. Hopefully it's understandable. Very basic RPG stats.
 

SaltShaker

In Zoning We Trust
Defense would be your resistance to damage. HP is just your overall health bar. I tried to explain it in my previous post. Hopefully it's understandable. Very basic RPG stats.
Then I'm confused on what is the purpose of having both?
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
Then I'm confused on what is the purpose of having both?
Building up and customizing your character. Do you want to do more damage? Get +STR gear. Want to take less damage? Get +DEF gear.

HP is your health bar. Say you get hit and lose 50 health from a punch. Then you increase your defense (via gear), now that same punch only takes away 47 of your health. But you still started with the same amount of health to begin with. So your higher defense helps you stay alive longer.

Similarly, each character will have different defense values. Because a punch to Harley Quinn would obviously hurt her more than that same punch would hurt Atrocitus, for example.

Does that make sense?

Then Strength will work on the other side of the scale. That punch you took for 50 damage? Perhaps your opponent got a new piece of gear that increased their strength. So now that same punch is doing 53 damage to you.

Then it becomes a balance of strength vs defense, and what kind of play style you prefer.

HP (hit points, health points, whatever they want to call it) are not affected directly by your strength and defense, as you'd still have the same amount either way. The other stats just determine how much health you lose (or dish out) per attack.

I'm assuming there may be gear to increase your HP as well, but I haven't played yet due to not getting a code :(
 
E

Eldriken

Guest
Yo we have different health values now? I'm excited.
Yeah, that's definitely new for an NRS game. Glass cannon characters may be a thing. Think Akuma from Street Fighter. Dude has pretty low health but can dole out the damage.
 
I'm excited NRS has put different HP and such into the game. Could help with balancing. A "glass cannon" type character with insane tools, damage or whatever it may be having the same HP as a character that doesn't have nearly the same level of tools is a big factor that can cause imbalance.
 

Akromaniac27

Ready to lose your head?
I'm not sure you're understanding the strength and defense properties. There's not going to be a single constant across the board.

Higher strength = output more damage. Lower defense = receive more damage.

So, for example (completely making these numbers up), let's say one character might take 300 damage from a combo. Then another character, with a lower defense value, might take 328 damage from that same combo. Makes perfect sense, because their defense (armor, shield, however you want to think of it) is lower, right? But you still can't use a percentage to compare them, because the characters have different amounts of overall health (maybe 1000 vs 1200).

That's the whole purpose of the gear system. Level up your characters. So if that one who took 300 damage, gets a new piece I'd hear that increases their defense by a couple points, maybe now they'll only take 297 damage, you know?

I mean unless I'm misunderstanding your point, I feel like you're looking for a constant where one doesn't exist (and will never exist in this game).

But if you're looking at "what to go by" it would just be the damage number (which is the amount of Hit Points (HP) you're taking away from their health). You may do 300 HP to one character, 290 to another, 320 to another, etc. All depends on their defense. Taking that a step further, you could even do different amounts of damage to different Batman players, depending on their gear stats.

So there is no constant. You won't see "40% mid-screen combos" because that percentage would be different for every single player, and different for every single opponent. It's a completely different mindset than previous NRS games.

Hope this makes sense.
Makes perfect sense, but this was in competitive mode, and with level handicap on. Meaning all gear stats are null and void, and difference in levels aren't in effect, so both characters are at their base.