Damage Calculation and Chakra Gain: Difference between revisions

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* 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|.}} Karasu Hit: ''C = D * 64'' (subtracted)
* {{GNT4CharLink|kan|24}} Karasu Hit: ''C = D * 64'' (subtracted)


== Damage Scaling ==
== Damage Scaling ==
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* ''D† = D * (1 - H*.05)'', with a max penalty of 50%
* ''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
** 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
* A {{YC}}-cancel adds an additional 5% penalty, though the extra decay can be avoided using a [stance break].
* A {{YC}}-cancel adds an additional 5% penalty, though the extra decay can be avoided using a [stance break]

Revision as of 16:11, 6 October 2022

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
  • A Y-Cancel-cancel adds an additional 5% penalty, though the extra decay can be avoided using a [stance break]