User:Emo Tarquin

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R.I.S.C. Damage Scaling samples

Below is a series of data samples used to evaluate R.I.S.C. scaling.

Note this is done by using a fixed 400 damage attack on Ky at 100% health, on a pre-set R.I.S.C. value.

RISC Value Proportion:
0 400 100.0%
-500 378 94.5%
-1000 350 87.5%
-1500 323 80.8%
-2000 298 74.5%
-2500 275 68.8%
-3000 251 62.8%
-3500 229 57.3%
-4000 209 52.3%
-4500 190 47.5%
-5000 171 42.8%
-6000 140 35.0%
-7000 109 27.3%
-8000 78 19.5%
-9000 60 15.0%
-10000 45 11.3%
-11000 29 7.3%
-12000 18 4.5%
-12800 12 3.0%
-13000 12 3.0%
-14000 12 3.0%
-15000 12 3.0%

This second table is done using 1,000,000 damage to collect more accurate data.

A couple additional notes:

  • Damage only changes in 100 RISC intervals. e.g. -1099 and -1001 are identical.
  • Damage scaling doesn't begin at all until -200 R.I.S.C.
  • Certain values line up very cleanly to an X/256 scale. These are shown in the fourth column.
  • This is a working document, and is still being updated.
RISC Value /256 Scale Δ Scale
0 1,000,000 256 -
-100 1,000,000 256 0
-200 984,375 252 4
-300 972,656 249 3
-400 957,031 245 4
-500 945,312 242 3
-600 929,687 238 4
-700 917,968 235 3
-800 902,343 231 4
-900 890,625 228 3
-1000 875,000 224 4
-1100 863,281 221 3
-1200 847,656 217 4
-1300 835,937 214 3
-1400 820,312 210 4
-1500 808,593 207 3
-1600 792,968 203 4
-1700 781,250 200 3
-1800 769,531 197 3
-1900 757,812 194 3
-2000 746,093 191 3
-2100 734,375 188 3
-2200 722,656 185 3
-2300 710,937 182 3
-2400 699,218 179 3
-2500 687,500 176 3
-2600 675,781 173 3
-2700 664,062 170 3
-2800 652,343 167 3
-2900 640,625 164 3
-3000 628,906 161 3
-3100 617,187 158 3
-3200 605,468 155 3
-3300 593,750 152 3
-3400 582,031 149 3
-3500 574,218 147 2
-3600 562,500 144 3
-3700 554,687 142 2
-3800 542,968 139 3
-3900 535,156 137 2
-4000 523,437 134 3
-4100 515,625 132 2
-4200 503,906 129 3
-4300 496,093 127 2
-4400 484,375 124 3
-4500 476,562 122 2
-4600 464,843 119 3
-4700 457,031 117 2
-4800 445,312 114 3
-4900 437,500 112 2
-5000 429,687 110 2
-5100 421,875 108 2
-5200 414,062 106 2
-5300 406,250 104 2
-5400 398,437 102 2
-5500 390,625 100 2
-5600 382,812 98 2
-5700 375,000 96 2
-5800 367,187 94 2
-5900 359,375 92 2
-6000 351,562 90 2
-6100 343,750 88 2
-6200 335,937 86 2
-6300 328,125 84 2
-6400 320,312 82 2
-6500 312,500 80 2
-6600 304,687 78 2
-6700 296,875 76 2
-6800 289,062 74 2
-6900 281,250 72 2
-7000 273,437 70 2
-7100 265,625 68 2
-7200 257,812 66 2
-7300 250,000 64 2
-7400 242,187 62 2
-7500 234,375 60 2
-7600 226,562 58 2
-7700 218,750 56 2
-7800 210,937 54 2
-7900 203,125 52 2
-8000 195,312 50 2
-8100 187,500 48 2
-8200 183,593 47 1
-8300 179,687 46 1
-8400 175,781 45 1
-8500 171,875 44 1
-8600 167,968 43 1
-8700 164,062 42 1
-8800 160,156 41 1
-8900 156,250 40 1
-9000 152,343 39 1
-9100 148,437 38 1
-9200 144,531 37 1
-9300 140,625 36 1
-9400 136,718 35 1
-9500 132,812 34 1
-9600 128,906 33 1
-9700 125,000 32 1
-9800 121,093 31 1
-9900 117,187 30 1
-10000 113,281 29 1
-10100 109,375 28 1
-10200 105,468 27 1
-10300 101,562 26 1
-10400 97,656 25 1
-10500 93,750 24 1
-10600 89,843 23 1
-10700 85,937 22 1
-10800 82,031 21 1
-10900 78,125 20 1
-11000 74,218 19 1
-11100 70,312 18 1
-11200 66,406 17 1
-11300 62,500 16 1
-11400 58,593 15 1
-11500 58,593 15 0
-11600 54,687 14 1
-11700 54,687 14 0
-11800 50,781 13 1
-11900 50,781 13 0
-12000 46,875 12 1
-12100 46,875 12 0
-12200 42,968 11 1
-12300 42,968 11 0
-12400 39,062 10 1
-12500 39,062 10 0
-12600 35,156 9 1
-12700 35,156 9 0
-12800 31,250 8 1


BlockAvoid being punished, but allows the opponent to begin pressure.

... > 214P
Only normally punishable off a close-range 2D. However, you immediately surrender to the opponent's pressure, not only does this remove Jack-O's momentum, but she may need to handle dangerous pressure imminently. This is one of the least-dangerous options, but with no particular potential for reward.

This is also the simplest way to be safe from problematic reversals, like Leo's Eisensturm
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or Ramlethal's Mortobato
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.