TyCarter35
Bonafide Jax scrub
Just say the actual damage numbers for combos. The percentages can't be that wide of a difference against most of the roster anyways
The damage numbers are different against every character. A combo on batman does 3% more on superman. Thats alot imo.Just say the actual damage numbers for combos. The percentages can't be that wide of a difference against most of the roster anyways
And that's with gear off/competitive mode on? Weird.No you cant say a combo does X damage because characters have different defense values. In the original post I said a 417 combo on batman does 375 to superman.
At the end of the day, one reason we notate a combo with its damage dealt to see what the strongest combos are. It doesn't matter if the dummy chosen has obscure stats because the hardest hitting combo will still be the hardest hitting combo regardless.To add onto what I said a few minutes ago: If we investigate and gather the health and defense values of every character, and it turns out that what Bio said is inaccurate, we can determine what the most common values are. If there's a defense value that's clearly shared by the majority of the cast or one that makes for an obvious baseline as a median or average, I think that's what ought to be used. It then becomes a simple matter for players to memorize whether or not a character's defense is "above average" or "below average". If we blindly pick a character like Superman for convenience's sake, and it turns out that he is skewed toward one end of the spectrum, then he doesn't make a very effective baseline.
And this is just an opinion, but I do think we should veer away from working entirely on percentage based notation, since the game doesn't use it itself. While percentage is traditional for NRS, in this case it's simply an extra derivation. Using the numbers the players can see on the screen in-game is common sense, as it best allows us to "check our work" on the fly.
Seriously, it doesn't matter who you lab against as long as you note their def stat in the notation. Do they not teach math in schools anymore?I think people are over complicating this far too much.
Figuring it out mathematically wouldn't be difficult and percentages with highs and lows would be the most clear and concise manner to everyone.I vote to pick any character with 1000 defense simply because in any formula they use, 1000 is a number that will get the most precise and clean results while also being the average defense. I think Robin has 1000 defense and probably others too.
Just being nitpicky but damage isn't noted as percentages as characters have varying life totals in adition to different defense values.
Life isn't fair, but this is yet another balancing tool for the design team to work with.My question is how is it fair that some characters take less damage than others? I would understand if it were a trait thing like with Bane or a gear ability of some sort. But how can this be made fair in a tournament setting when certain characters base stats make them deal or take more or less damage? I'm actually surprised no-one has a problem with this tbh.
This isn't life, it's a video game. And I'll trust their balancing when they release a game they don't have to patch within the first week.Life isn't fair, but this is yet another balancing tool for the design team to work with.
If you don't trust their choices on balancing, that is another matter altogether.
Patching in the first week has to do with the fact that long before May 16 they have to ship out copies of a game.This isn't life, it's a video game. And I'll trust their balancing when they release a game they don't have to patch within the first week.
Because they don't do the same number of points to different characters.why dont we just say how many points of damage a combo does like literally every single other fighting game known to man does?
It's actually atypical for a fighting game to have entirely flat life values like NRS games do. I've always found this particular quirk to be a bit odd, if anything.My question is how is it fair that some characters take less damage than others? I would understand if it were a trait thing like with Bane or a gear ability of some sort. But how can this be made fair in a tournament setting when certain characters base stats make them deal or take more or less damage? I'm actually surprised no-one has a problem with this tbh.
Would you prefer the old way of do it and be done with it - meaning no patches at all, ever?This isn't life, it's a video game. And I'll trust their balancing when they release a game they don't have to patch within the first week.
Thanks for the info1050HP:
Aquaman, Black Adam, Brainiac, Cyborg, Firestorm, Green Lantern, Supergirl, Superman, Wonder Woman, Swamp Thing
1150HP:
Blue Beetle, Cheetah, Flash, Robin
1200HP:
Fucking Canary only
1250HP:
Atrocitus, Bane, Batman, Captain Cold, Catwoman, Deadshot, Doctor Fate, Gorilla Grodd, Green Arrow, Harley Quinn, Joker, Poison Ivy, Scarecrow
Nor sure where Darkseid falls
He's saying those numbers don't matter. It's still the same percentage wise. The 161 damage against Superman is the same percent as 179 against Batman according to him. Unless you're suggesting that you are noticing a difference in how much the health bar drops then he would be wrong. If I recall correctly in one of their streams I think 16bit said tournament mode does additional scaling to "normalize" stats(which makes it less drastically different from character to character than with gears on) which leads me to believe Bio is wrong. I could be pulling that statement out my ass though.No idea what this "Bio said" stuff is about, but no, the same combo does more damage to each person, like more damage to Batman than Superman. This is fact. Also dependent on your own character too. My B1 combo does 161 against Superman, and 179 against Batman in competitive mode.
We need a base dummy for damage, like "this combo does 350 Batman points". It's the only way to keep from getting messy.