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Damage Differences in INJ2

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
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.
In competitive mode, I think only the additional gear stats are nullified, not the individual base stats of each character. So each character will still have different defense, HP, etc., but you just won't see the additional bonuses from gear (and possibly levels).
 

Akromaniac27

Ready to lose your head?
there is no base where every character is equal.
It seems as much, but will there be percentage to level it out and easier to read? Or will damage come out the same for everyone, and just vary as to how much damage needs to be done, or....lol. Maybe it's just me, but it helps knowing how much damage a combo, string, special or normal does beforehand, and in correlation, for competitive reasons. Doesn't really make sense if there's no base or constant to compare damage to and still try to make the game high level.

Of course I am aware this is the beta and bound to change. Just wondering if a change to this will happen. Thanks for getting back to us.
 

Akromaniac27

Ready to lose your head?
In competitive mode, I think only the additional gear stats are nullified, not the individual base stats of each character. So each character will still have different defense, HP, etc., but you just won't see the additional bonuses from gear (and possibly levels).
I get it, I honestly do lol. I've played Final Fantasy, Zelda, Assassin's Creed and the such. It just doesn't make sense to add that on a competitive level with no constant or base to go by.
 

God Confirm

We're all from Earthrealm. If not, cool pic brah.
been a few years since I have seen a cnsole game with a manual, excluding handheld games
just gonna mention that practically every console game that makes it to Steam/PC will come with a manual, often even digital only, found through the Steam client. Being that this game is apparently console exclusive though...


I get it, I honestly do lol. I've played Final Fantasy, Zelda, Assassin's Creed and the such. It just doesn't make sense to add that on a competitive level with no constant or base to go by.
What are you struggling with here? Can you go into a little more detail as to why it doesn't make sense? What problems do you see arising because of it?
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
It seems as much, but will there be percentage to level it out and easier to read? Or will damage come out the same for everyone, and just vary as to how much damage needs to be done, or....lol. Maybe it's just me, but it helps knowing how much damage a combo, string, special or normal does beforehand, and in correlation, for competitive reasons. Doesn't really make sense if there's no base or constant to compare damage to and still try to make the game high level.

Of course I am aware this is the beta and bound to change. Just wondering if a change to this will happen. Thanks for getting back to us.
But you can't have a constant here. You just can't. It would ruin the balance of the game. All of the moves and stats are balanced in a way that reflects each of the characters having different strengths and weaknesses (such as better defense, faster movement, higher damage, etc).

And you can't go by percentage because everyone would be confused as to why their combos are inconsistent across opponents. And you know how much NRS players like to complain... haha ;)

For example, a punch that does 70 damage against a character with 1000 HP, that's 7% damage. But the same punch that does 70 damage to a character with 1200 HP, that's only 5.8% damage. But it's still the same amount of damage, it's just that the second character has more health (likely because they have a weakness elsewhere), so the percentage is different. If you looked only at the percentage, you'd think you're doing less damage... but you're not. The raw damage number is still the same. It's just something you'll have to get used to (I'm personally still not used to it).

I'm really not sure how else to explain this, lol. Or am I completely missing what you're asking?
 

Akromaniac27

Ready to lose your head?
Strength = normal move damage
Ability = special move damage
What I'm still confused about it why are the numbers all over the place...I did the math and conversions, even though the numbers vary from character to character, the percentage would still be the same per bnb...granted there is anywhere from a 0.1 to 0.8% difference, single hits and combos across the board are virtually the same when converted into percentage.

I just don't see the need to add these 5 digit numbers that change everywhere, when ultimately it's the same in percentage; at least when it comes to competitive mode.
 

Akromaniac27

Ready to lose your head?
I'll update the OP with this, and granted this formula only applies to Supergirl as far as I know. And again, this is level handicap as well as competitive mode on.

When using Supergirl, Supergirl herself and Superman have 1100 HP to bring down. Atrocitus and Batman have ~1250 HP (technically it's 1249.81, for whatever reason it being such a number -__-, but it is what it is). To find the percentage, just divide the decimal numbers by the correlating HP, multiply by 10, and there you go. They all come out to nearly the exact same, with tenths of damage (0.1% - 0.8%) being the only difference.

So using the combo damage in the OP:

The damage for the Kyrptonians is 298.91

( 298.91 / 1100 ) x 10 = 27% (27.17)

The damage for Atrocitus and Batman is 332.13

( 332.13 / 1250 ) x 10 = 26.5% (26.57)

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One of the larger bnb's she has:

On Atrocitus/Batman, is 413.91

( 413.91 / 1250) x 10 = 33% (33.11)

On the Kryptonians, is 372.52

(372.52 / 1100) x 10 = 34% (33.86)

The change in numbers don't seem to exceed 1%....I just find it kinda nonsensical to have such dramatic numbers when it ultimately doesn't even exceed a 1% difference when put into percentage. But maybe that's just me