|
Post by Chiz on May 8, 2014 17:12:32 GMT -5
I see, but that can't be per shot. So what is it based on? It's definitely a per-shot damage calculation. Look at your own data: "Bon Bonne: HP: 2496 Buster: Level 3: 52 shots to kill" D(3) = 48 dmg per shot; 2496 HP divided by 48 dmg per shot is 52 shots to kill. "Cannam: HP: 1280 Buster: Level 6: 17 shots to kill" D(6) = 72 dmg per shot; 1280 HP divided by 72 dmg per shot is 17.78 (or 18) shots to kill.* * - this minor deviation by the data from the formula is normal and represents typical human error in data collection. This occurs in nearly all scientific experiments and is not fatal blow to the data set, but is a good argument for redundancy in collection by performing the same action multiple times and recording the results from each. [/science]
|
|
|
Post by demonfang178 on May 26, 2014 16:27:45 GMT -5
Late, I know.
Anyway, I tested the equation on everything up Juno (which I'll get to later). It checks out and in cases where it isn't a whole number, you round up. Every time.
This honestly looks easy in comparison to the Splash Mine's damage, which I swear goes out of its way to make as little sense as possible. One enemy the damage is around 160 and on another its 240. And I already know about 96 HP subs that the Splash Mine cannot one-shot, but that may be because the whole explosion doesn't connect.
After Tron, I got annoyed that nothing was making sense so tested the damage with the buster on the tanks. That didn't help much either. >_>
Yellow Blumebear: HP: 1856 Splash Mine: Level 1: 11
Red Blumebear: HP: 896 Splash Mine: Level 1: 5
Blue Blumebear: HP: 768 Splash Mine: Level 1: 5
Feldynaught: HP: 4096 (no weakness) Splash Mine: Level 1: 19
Feldynaught: HP: 4096 (weakness) Splash Mine: Level 1: 19
Yellow Maiberu Haagen HP: 768 Splash Mine: Level 1: 5
Red Maiberu Haagen HP: 384 Splash Mine: Level 1: 2
Leopordo HP: 448 Splash Mine: Level 1: 2 One Splash Mine and 9 level 0 shots One Splash Mine and 7 level 1 shots One Splash Mine and 6 level 2 shots One Splash Mine and 4 level 3 shots Level 2: 2 One Splash Mine and 3 level 0 shots
Gun Battery HP: 160 Splash Mine: Level 1: 1
Marlwolf HP: 1536 Splash Mine: Level 1: 7
Threads: Splash Mine: Level 1: 7
|
|
|
Post by demonfang178 on May 30, 2014 20:22:18 GMT -5
Disregard the last update. I think I've figured out a ballpark figure of the splash mine's damage. Using the Karumuna Bash in the main gate as a subject, I used one splash mine and then nothing but level 0 buster shots. I had to pace it slowly because if you too much damage too quickly, it enters a knockdown state that deals extra damage. It took one splash mine (at base level) and 63 level 0 buster shots equating to 216 damage for a single mine. Because I used level 0 shots that means the number couldn't possibly be off by more than 24, so a mine must be somewhere between 216 and 240 damage...That actually sounds extremely obvious when I say it out loud.
I also believe that the later explosions deal more damage, which would explain why my numbers were WAY off earlier and it makes sense from a gameplay perspective.
Using Chiz's formula, a level 1 splash mine has a buster level between 24 and 27, which goes right with the data I already have...on enemies that stand still.
I'll keep that mess that was the last update up as reminder not to make sloppy updates like that again.
|
|
|
Post by Chiz on May 31, 2014 18:31:37 GMT -5
In the interest of expediency, I've sat down, isolated the HP variable for a Leopordo, jacked it up to 10000HP, renamed it 'Leopordzilla', hid behind it so it didn't move, and watched what damage each special weapon at each power level did. Here are the results. All values in raw damage per single shot. Deviation from actual values may occur due to range (which plays a big part in explosion-based weapons, like the splash mine), meaning no guarantee can REALLY be made about these weapons. In places where there is Value (+ Value), it means that there is extra damage to be dealt when physically next to/touching the target. Weapon | Atk Lvl 0 | Atk Lvl 1 | Atk Lvl 2 | Atk Lvl 3 | 02 - Machine Buster | 16 | 32 | 48 | 03 - Powered Buster (Explosion) | 208 | 322 | 424 | 04 - Drill Arm (Close Range Only) | 16 | 24 | 32 | 05 - Grenade Arm (Explosion) | 224 | 336 | 06 - Spread Buster (Explosion)(Spec:00) | 486 (+64) | 732 (+128) | 1104 (+192) | 06 - Spread Buster (Explosion)(Spec:01) | 810 (+128) | 1220 (+256) | 1840 (+384) | 06 - Spread Buster (Explosion)(Spec:02) | 1134 (+192) | 1708 (+384) | 2576 (+576) | 08 - Active Buster | 144 | 236 | 320 | 448 | 09 - Blade Arm | 512 | 1024 | 1248 | 10 - Grand Grenade (Explosion) | 706 (+40) | 1500 (+132) | 11 - Splash Mines (Explosion) | 244 | 384 | 12 - Shield Arm (Close Range Only) | 2* | 13 - Shining Laser | 12 | 32 | 64 | 128 |
* - Yes, the shield does damage. It does 2HP per 'hit', but you will be pushed away from a stationary target after 8 hits, making the maximum damage I could do without moving 16HP. NOTE: These values are not guaranteed! Without actually finding the proper damage-dealing functions in the game, there's no way to know for sure if these are accurate or not. They are, however, good enough for most players and purposes. EDIT: The Spread Buster at Atk 2 and Spc 2 is super OP, dealing as much as 3,152HP per fire!
|
|
|
Post by demonfang178 on May 31, 2014 18:47:08 GMT -5
You calculated the Shining Laser?! How? I knew that would be my biggest road block or just something I couldn't do.
And good work on all of it. I don't know what to say. Thank you.
|
|