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omf2097:stats [2022/05/12 16:25] – [Endurance] joneirikomf2097:stats [2023/11/06 01:29] (current) – [Endurance] joneirik
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 [[:start|/home/]][[start|omf2097/]] [[:start|/home/]][[start|omf2097/]]
  
-Trying out figure out how the stats in the game works numerically. This relates to the built in damage numbers of the .AF files, and what the max hit points are of each character. Also move speed in regards to agility and how this is handled (frame skips).+Trying out figure out how the stats in the game works numerically. This relates to the built in damage numbers of the .AF files, and what the max hit points are of each character. Also move speed in regards to agility and how this is handled (not frame skips).
  
   * Power   * Power
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 ==== Power ==== ==== Power ====
  
-> Assumedly, makes each attack do more damage, and probably also more stunBut unfortunately we don't have a provable numeric way to measure this yet.+=== Damage Multipliers === 
 +^Pilot^Power^Multiplier^ 
 +|Custom Pilot|0|0.6667| 
 +|Crystal|5|0.8333| 
 +|Angel|7|0.9| 
 +|Milano|7|0.9| 
 +|Christian|9|0.9667| 
 +|Jean-Paul|9|0.9667| 
 +|Ibrahim|10|1.0| 
 +|Steffan|13|1.1| 
 +|Cossette|14|1.1333| 
 +|Raven|14|1.1333| 
 +|Shirro|20|1.3333| 
  
 ---- ----
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   * How fast your character will move up and down during a jump   * How fast your character will move up and down during a jump
   * The movement part of attacks that moves your bot, like slides, jaguar leaps, etc   * The movement part of attacks that moves your bot, like slides, jaguar leaps, etc
 +  * Idle animations etc?
  
-Agility seems to work inverse on: +> Further testing has revealed that Agility does not in fact affect "Hit-Push"so removed that sectionHit-Push looks to be a static distance for all moves.
-  * Hit pushwhen you hit an enemy bot, the higher agility you have, the shorter you're pushed away from that enemyThis is what makes it feel like high agility bots attack faster. +
-  * The inverse is that characters with low agility push enemies further away each time they hit.+
  
 Agility does not affect: Agility does not affect:
   * Attack-animation speed, your punches/kicks themselves do not get faster.   * Attack-animation speed, your punches/kicks themselves do not get faster.
-  * Does not change which moves that "links" into other moves by itself.+  * Does not change which moves that combos into other moves by itself (Animation Canceling). 
 + 
 +=== Velocity/Acceleration Multipliers === 
 +^Pilot^Agility^Multiplier^ 
 +|Custom Pilot|0|0.6667| 
 +|Shirro|1|0.7| 
 +|Ibrahim|1|0.7| 
 +|Raven|4|0.8| 
 +|Christian|7|0.9667| 
 +|Cossette|8|0.9333| 
 +|Steffan|9|0.9667| 
 +|Jean-Paul|10|1.0| 
 +|Angel|10|1.0| 
 +|Crystal|16|1.2| 
 +|Milano|20|1.3333| 
  
 ---- ----
 ==== Endurance ==== ==== Endurance ====
  
-Testing with repair costs vs different endurance levels with no upgrades, it looks like each point of endurance adds somewhere between +8 or +9 health each, though I'll say +10 for easy math. This mothod of getting numbers is not very accurate, as the repair costs can get pretty wonky at times.+Endurance affects total Hitpoints and Stun capacity.
  
-> Assumedly, Endurance should give both Hitpoints and StaminaBut as of yet, we haven't found any clear numbers for this.+=== Base Health === 
 +^HAR^Base Health^ 
 +|Jaguar|200| 
 +|Shadow|190| 
 +|Thorn|210| 
 +|Pyros|220| 
 +|Electra|190| 
 +|Katana|200| 
 +|Shredder|210| 
 +|Flail|210| 
 +|Gargoyle|190| 
 +|Chronos|200| 
 +|Nova|230| 
 + 
 +=== Pilot Endurance === 
 +^Pilot^Endurance^Multiplier^ 
 +|Custom Pilot|0|0.78| 
 +|Milano|4|0.906| 
 +|Steffan|8|1.032| 
 +|Shirro|8|1.032| 
 +|Cossette|8|1.032| 
 +|Crystal|9|1.0635| 
 +|Jean-Paul|11|1.1265| 
 +|Raven|12|1.158| 
 +|Angel|13|1.1895| 
 +|Christian|15|1.2525| 
 +|Ibrahim|20|1.41| 
 + 
 + 
 +=== Player Power Setting* === 
 +^0^1^2^3^4^5^6^7^ 
 +|2.25|2.0|1.75|1.5|1.25|1.0|0.75|0.50| 
 +*Approximate values
  
 ---- ----
 ===== Notes ===== ===== Notes =====
- 
-Each HAR has a own entry for Stun Bar and Health Bar, these work as a base number before modifiers like stats and upgrades. 
  
 Each HAR has own entries for multiple speed settings like movement back and forth, jumping and falling speed. These set a standard for each HAR, and is probably modified by the Agility stat, and upgrades. Each HAR has own entries for multiple speed settings like movement back and forth, jumping and falling speed. These set a standard for each HAR, and is probably modified by the Agility stat, and upgrades.
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 Each HAR has a separate damage stat on each separate attacks, these work as base number. These are probably modified by the Power stat and upgrades. Each HAR has a separate damage stat on each separate attacks, these work as base number. These are probably modified by the Power stat and upgrades.
  
-Testing with repair costs vs different endurance levels with no upgrades, it looks like each point of endurance adds somewhere between +8 or +9 health each, though I'll say +10 for easy math. This mothod of getting numbers is not very accurate, as the repair costs can get pretty wonky at times. +===== Formulas =====
- +
-===== Forumlas ===== +
- +
-Possible formulas Kat dredged up from files, might or might not be accurate. +
- +
-  Looks like pilot endurance affects HAR health like this: real_health = har_health * (pilot_endurance + 25) / 35;+
      
-  seems like real_endurance = har_endurance * pilot_endurance / 23;+<del>Possible formulas Kat dredged up from files, might or might not be accurate. ; seems like real_endurance = har_endurance * pilot_endurance / 23;</del>
  
 +  Derived by inspecting the game using CheatEngine
 +  Total HP = (.78 + .0315*Endurance) * Base Health * Vitality% * Opponent's power setting
  
 +  Found by Kat, confirmed by aokmaniac13
 +  
 +  Single Player
 +  Damage = Base Damage * (20 + Power) / 30 + 1
 +  Stun = (Base Damage + 6) * 512
 +  
 +  Tournament Mode
 +  Damage = (Base Damage * (25 + Power) / 35 + 1) * leg/arm power * armor
 +  Stun = ((Base Damage * (35 + Power) / 45) * 2 + 12) * 256
omf2097/stats.1652394319.txt.gz · Last modified: 2022/05/12 16:25 by joneirik