BBCT/Damage

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Health Bar

Yellow life bar on the top of the screen indicates characters’ stamina. When that runs out, the character lose the round. A portion of all inflicted damage is shown as a red segment of the life bar.

Most characters' total health points vary, but interestingly, their visual representations in the health bar are outright misleading in a way. For example, Ragna's health total is 10000, but when he visually has 20% health left on the health bar, he actually has 3000 points of life instead of 2000. Different characters have their health bars split at different points and in different ways, and some don't have this at all and their health bar is traditionally distributed.

Health point ratio is important because it has effect on Heat Gauge that regenerates when the character is below 20% health bar. However, in the event of a time-out, the game is decided on percentage of the remaining health bar instead of the total health point. That is the drawback of having a life bar that is denser towards the latter portion.

Here is the data on each character's health totals and ratio:

Health Values
Character Total Health & Split Health Ratio
 Ragna 10000
(7000+3000)
80:20
 Jin 11500
(5750+5750)
50:50
 Noel 11000
(5500+5500)
50:50
 Tager 13000
(9100+3900)
80:20
 Taokaka 10500
(5250+5250)
50:50
 Rachel 11000
(5500+5500)
50:50
 Arakune 10500
(7350+3150)
80:20
 Bang 11500
(7475+4025)
75:25
 Litchi 11000
(7700+3300)
80:20
 Carl 9500
(6650+2850)
80:20
 Hakumen 12000
(8400+3600)
80:20
 Nu-13 10000
(6400+3600)
80:20

Damage Scaling

As more attacks are added to a combo, each attack progressively does less damage due to damage scaling (also known as damage proration).

There are many damage scaling measures in this game, but it's not hard to understand. Just following the formula below you can calculate all the combo damages in this game and understand how the scaling works. To determine how much damage the second hit onwards (the first hit almost always deals 100% damage, but with Guard Crush and fall damage recovery being the only exceptions) in a combo will deal, the Combo Damage Formula is as follows:

Damage = (Base Damage) × (P1 of the first hit) × (P2 of all the preceding hits of the combo) × (character combo rate) × (other conditional proration)

Keep in mind that the first hit of a combo still applies its P2 to the second hit onwards. P2 also stacks multiplicatively. For example, for the third hit of a combo, P2 = (P2 of first hit × P2 of second hit).

Combo Rates (CR)
Character Combo Rate
 Ragna 100%
 Jin 100%
 Noel 100%
 Tager 85%
 Taokaka 115%
 Rachel 100%
 Arakune 105%
 Bang 90%
 Litchi 80%
 Carl 100%
 Hakumen 80%
 Nu-13 90%
Other Conditional Proration
Condition Proration
Hitting opponent during Guard Crush 80%
Hitting opponent from fall recovery 80%
Hit count 21~30 96%
Hit count 31~59 98%
Hit count >60 99%
Proration types and explanations
Proration Type Description Applies To
P1 Applied only by the first attack of a combo. For multi-hit attacks, the second hit onwards will have P1 scaling applied. Next hit onwards
P2 Applied by every attack of a combo.

Some multi-hit attacks will apply P2 only once, regardless of how many hits connect, while some apply P2 for each hit. These will be noted in the frame data with multiple P2 values.

Next hit onwards
Conditional Proration An extra proration value, separate from P1 and P2, generally greater than 100%. Only some moves apply bonus proration.

Only one bonus proration value can be applied at a time in a combo; using multiple moves or the same move multiple times with bonus proration in a combo does not cause it to stack(??).

Next attack onwards
Combo Rate Character-specific combo rate. Applied on the 2nd hit onwards. 2nd hit onwards

Example

Hakumen does CH 3C (1200), 6B (930) > 41236C (1830, 1530), 5C (1110) > 236A (560) > 6C (1640).

Calculations
Move Damage Scaling Final Move Damage
3C None 1200
6B 930 x 100% (P1 of 3C) x 60% (P2 of 3C) x 80% (CR) 446
41236C (1st hit) 1830 x 100% x 60% x 80% x 80% (P2 of 6B) 702
41236C (2nd hit) 1530 x 100% x 60% x 80% x 80% x 94% (P2 of the 1st hit) 552
5C 1110 x 100% x 60% x 80% x 80% x 94% x 80% (P2 of the 2nd hit) 320
236A 560 x 100% x 60% x 80% x 80% x 94% x 80% x 89% (P2 of 5C 143
6C 1640 x 100% x 60% x 80% x 80% x 94% x 80% x 89% x 89% (P2 of 236A) 375

The final damage will be 1200 + 357 + 562 + 441 + 256 + 115 + 300 = 3738

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