Damage Calculation and Chakra Gain: Difference between revisions
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* Attacker hit base value: ''C = (D * 105)'' | * Attacker hit base value: ''C = (D * 105)'' | ||
* Attacker hit adjusted for combo count: ''C† = C + (C * .125)(H-1)'' | * Attacker hit adjusted for combo count: ''C† = C + (C * .125)(H-1)'' | ||
** In other words, each additional hit gives the attacker 12.5% more chakra than the base value capped at a 125% increase after 11 hits | |||
* Attacker blocked: ''C = D * 45'' | * Attacker blocked: ''C = D * 45'' | ||
* Defender hit: ''C = D * 72'' | * Defender hit: ''C = D * 72'' | ||
* Defender block: ''C = D * 30'' | * Defender block: ''C = D * 30'' | ||
* Non-cinematic moves that drain chakra: ''C = D * 200'' (subtracted) | * Non-cinematic moves that drain chakra: ''C = D * 200'' (subtracted) | ||
* {{GNT4CharLink|kan|24 | * {{GNT4CharLink|kan|24}} Karasu Hit: ''C = D * 64'' (subtracted) | ||
== Damage Scaling == | == Damage Scaling == | ||
Where ''D†'' is damage adjusted for combo count and ''H'' is the number of hits in a combo, | Where ''D†'' is damage adjusted for combo count and ''H'' is the number of hits in a combo, | ||
* ''D† = D * (1 - H*.05)'', with a max | * ''D† = D * (1 - H*.05)'', with a max penalty of 50% | ||
In other words, the first attack of a combo will deal 100% of its base damage. The second attack will deal 95% of its base damage, etc, | ** In other words, the first attack of a combo will deal 100% of its base damage. The second attack will deal 95% of its base damage, etc, capped at a 50% damage reduction after 10 hits | ||
* Each {{YC}}-cancel may add an additional 5% penalty, though the extra decay can be avoided using a [[Y-Cancel | stance break]] | |||
The hits which occur during cinematic supers are not affected by damage scaling, though the hit that initiates the cinematic is scaled. Damage scaling does affect supers which happen in real-time, without a cinematic, such as ZTK Naruto's {{X}} or Temari's {{Air}}{{X}}. Some non-super attacks, particularly those with capture states, are not affected by damage scaling, such as Sasuke's {{8}}{{B}}, Kakashi's {{2}}{{A}} and OTK Naruto's {{8}}{{A}}. | |||
Latest revision as of 00:42, 14 February 2023
GNT4 and SCON4
Chakra Gain
Where D is the base damage of the attack, C is the base chakra gain for an attack, C† is the attacker chakra gain adjusted for combo count and H is the number of hits in a combo,
- 15360 is a full bar
- Attacker hit base value: C = (D * 105)
- Attacker hit adjusted for combo count: C† = C + (C * .125)(H-1)
- In other words, each additional hit gives the attacker 12.5% more chakra than the base value capped at a 125% increase after 11 hits
- Attacker blocked: C = D * 45
- Defender hit: C = D * 72
- Defender block: C = D * 30
- Non-cinematic moves that drain chakra: C = D * 200 (subtracted)
Karasu Hit: C = D * 64 (subtracted)
Damage Scaling
Where D† is damage adjusted for combo count and H is the number of hits in a combo,
- D† = D * (1 - H*.05), with a max penalty of 50%
- In other words, the first attack of a combo will deal 100% of its base damage. The second attack will deal 95% of its base damage, etc, capped at a 50% damage reduction after 10 hits
- Each
-cancel may add an additional 5% penalty, though the extra decay can be avoided using a stance break
The hits which occur during cinematic supers are not affected by damage scaling, though the hit that initiates the cinematic is scaled. Damage scaling does affect supers which happen in real-time, without a cinematic, such as ZTK Naruto's
or Temari's ![]()
. Some non-super attacks, particularly those with capture states, are not affected by damage scaling, such as Sasuke's ![]()
, Kakashi's ![]()
and OTK Naruto's ![]()
.