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OBD:ONGS: Difference between revisions

corrected math on hypo healing and elaborated on math for overpower damage factor, adding Math equations in the process
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(corrected math on hypo healing and elaborated on math for overpower damage factor, adding Math equations in the process)
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{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overpower min damage factor (see details below) }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overpower min damage factor (see details below) }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overpower max damage factor }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overpower max damage factor }}
{{OBDtr| 0x01C | uint32   |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color }}
{{OBDtr| 0x01C | uint32 |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent of full health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent of full health }}
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|}
|}
;Hypo strength
;Hypo strength
:This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of their max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into overpower. If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient. For example, a character with a max of 200 HP and current health of 190 HP uses a hypo: it heals those 10 points and then, because 60% of the hypo's healing power is remaining, it is applied at a rate of 60% of that character's max health, taking them into overpower by an additional 120 HP (60% * 200).
:This is the coefficient for how much of the character's health is healed by a hypo. The numbers specified here mean that 25% of the character's max health will be restored under normal conditions, but if the character is already at maximum health then 100% of their max HP is added, doubling their health and taking them into full overpower (assuming the character has an overpower mode, which only Konoko and Muro do). If they are at less than max health, but high enough that the hypo's 25% effectiveness will take them above max health, then the remainder of the hypo counts at a 100% coefficient.
 
:To illustrate, begin with a character with a max of 200 HP; that's Konoko, at least on Normal/Hard difficulty. Thus, for her a hypo will restore 50 HP (25% * 200). Now imagine that Konoko's current health is 190 HP and she uses a hypo: it heals those 10 points, leaving 80% of the hypo's healing power remaining at the point that Konoko reaches max HP. From that point on, the hypo's charge is applied at a rate of 100% of Konoko's max health, meaning it adds another 160 HP to her health, taking her to 360 HP:
 
<math display="block">\begin{matrix}
100% &  & 200 &  & 80% & = & 160\\
\text{overpower hypo strength} & * & \text{max HP} & * & \text{remaining hypo} & = & \text{HP added}
\end{matrix}</math>


;Damage factors
;Damage factors
:The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode.
:The 1.5 and 2.3 figures are multipliers for damage done by melee attacks if the character is capable of overpower mode. For instance, when Konoko is at peak overpower she will do 2.3x damage with each attack, and this will ramp down to 1.5x when she is 1 point above her max HP and about to leave overpower mode. In the above example where Konoko reaches 360 HP from using a hypo, which is 80% of her maximum overpower HP, this means that she will be doing 2.14x damage:
 
<math display="block">
\underset{\text{overpower min damage}}{1.5x} + (\underset{\text{overpower damage range}}{2.3x - 1.5x}) * \underset{\text{overhealth}}{(360 - 200) \div 200} = \underset{\text{melee damage factor}}{2.14x}
</math>
 
:This will of course only last momentarily, as characters in overpower mode lose 6 HP a second after the hypo finishes raising their HP to its final point.


;Health colors
;Health colors