Beam damage %

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Well with all this talk of beamspam in the ESF chat section I had an idea.

If a beam is detonated, it will only shave off a certain percentage of your HP. If your HP is below a certain level, it will kill you (ala Trunks sword).

Percentage calculation is gone if a beam hits directly, doing the same amount of damage it would have done as it currently is.

Kind of simple idea. Might help balance beams out a tad.
This would also help cut back on spam.

EX:
SSJ goku with a powerlevel far above everyone else in the server decides he wants to spam. He charges up his kame wave and fires it in the center of the map and detonates it. Everyone in the blast range takes a hit but doesn't die, but they have very low hp. If the SSJ Goku does it again, he would kill them all because their HP is below a certain point, but not the first time (unless they had low HP already).

Just to tac on some "true to the show" feel. If you'll notice, a beam is usually only used as a finishing move, which is essentially what I'm suggesting.

For those of you who just wants the very bare basics of this suggestion.

-- Beams are not lethal unless victim is either hit directly or has low HP
 

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I don't have much of a problem with this. Nice idea :)
 
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i like it hopes it gets in

but what kind of damage % would the beam do if lets say the SSJ Goku is about 3 MIO stronger than evrybodey else
 
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I didn't put in any actual percentages simply because there would always be at least one guy balling me out that it's not balanced. I figured if the idea gets in the team can figure out balance with it.

If it were up to me though, I'd make a currently lethal beam do 85% damage to your health. For it to be a kill I'd say it should be just like Trunks' sword. I believe that number is 20% of your health for a kill. For everything in between I guess it could be as simple as the way it is now, except instead of actual damage, it calculates percentages.

Note that when I say health I don't mean your max health. I mean your current health. So if you had 100 hp and your max was 180, a lethal beam would set you down to 15 not 27. If your current health is 20% that of your max, it would act like Trunks' sword and you would be killed. So if your current health were 35 and your max was 180, you would die.

Those examples are just if the beam does not make physical contact with the player in question. If a beam were to make contact, percentages go out the window and full damage is taken, no matter how much it is. It doesn't HAVE to be lethal, but if it is, then that player will die.
 
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Pain said:
I didn't put in any actual percentages simply because there would always be at least one guy balling me out that it's not balanced.
Sorry no trying to look like the bad guy or anything just that your idea is odd no matter what % it is if its like that. Ill explain why instead of most guys who disagree without them stating a reasonable reason.
---

If it went by % the damage wouldnt be the same on similar occasions.

Example. if you have 150hp and do the beam and takes down that 85%. it would take more HP than somone with like 90hp, even with same pl and char. Now im talking point wise. people around the middle of there hp wouldnt be effected as much as somone with higher to max hp. because 85% of 150 is a bigger number than 85% of 90. And what if your hp is 21% would take 85% of that?

How I think it should work is by the beams damage %, instead of HP %. Direct hit 100% damage, and the blast radius would lower % depending how far out you are.

Pain said:
If it were up to me though, I'd make a currently lethal beam do 85% damage to your health. For it to be a kill I'd say it should be just like Trunks' sword. I believe that number is 20% of your health for a kill. For everything in between I guess it could be as simple as the way it is now, except instead of actual damage, it calculates percentages.
This made me beleive you ment that. so if i basicly stated your idea, sorry.
 
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RavenTrunks said:
Now im talking point wise. people around the middle of there hp wouldnt be effected as much as somone with higher to max hp. because 85% of 150 is a bigger number than 85% of 90. And what if your hp is 21% would take 85% of that?
That's all true. In fact it's the only bug I spotted with this suggestion, but I think it's acceptable. Instead of being killed without a chance, your HP takes a hit and you have an opportunity to retaliate. It could use a little tweaking, and as I said, I didn't want to put up a set number for this very reason. It's not set in stone, the team can change the stats to whatever fits best. Maybe instead of a 20% gib they will change it to 35%. If a person took a hit while his HP was just above the gib mark, he would be left with less than 5 HP I'm guessing.

This is all assuming the beam hit was detonated prematurely and had not made direct contact. As said before, direct contact will not use percentages. It will be exactly as it is now.

Overall I think the idea is solid, the specific workings of it should be left to the team.
 
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Pain said:
That's all true. In fact it's the only bug I spotted with this suggestion, but I think it's acceptable. Instead of being killed without a chance, your HP takes a hit and you have an opportunity to retaliate. It could use a little tweaking, and as I said, I didn't want to put up a set number for this very reason. It's not set in stone, the team can change the stats to whatever fits best. Maybe instead of a 20% gib they will change it to 35%. If a person took a hit while his HP was just above the gib mark, he would be left with less than 5 HP I'm guessing.

This is all assuming the beam hit was detonated prematurely and had not made direct contact. As said before, direct contact will not use percentages. It will be exactly as it is now.

Overall I think the idea is solid, the specific workings of it should be left to the team.
i realy like it would make the game life harder for FF spamers :laff:
 
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I had a similar idea, where every consecutive beam hit for the bigger beams yielded less damage. This works under the same principles. And thus, I concur. Hehe.
 
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Thinking on it, no, I don't really like the idea. I mean, think about it... If Kuririn had used Kamehameha on Cell, Cell would have shrugged it off. Just becase this is a game is no reason to have a stronger character take huge damage from a weak character.
 
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Emhilradim said:
Thinking on it, no, I don't really like the idea. I mean, think about it... If Kuririn had used Kamehameha on Cell, Cell would have shrugged it off. Just becase this is a game is no reason to have a stronger character take huge damage from a weak character.
.....
I really hope you're not serious.
You pretty much just said, "Krillen shouldn't be able to kill anyone because he was weak in the show." So you would have the ESF team make krillen as powerfull as a gnat? I mean seriously... do you think before you post?

You're telling me that my idea is bad because Krillen is weak. What the hell does that have to do with anything. A high powered Krillen can already nuke the map as the beams stand now... My idea would only hinder him in this process, as well as anyone else. The percentages are based on powerlevel, not character bio's.
 
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Pain said:
.....
I really hope you're not serious.
You pretty much just said, "Krillen shouldn't be able to kill anyone because he was weak in the show." So you would have the ESF team make krillen as powerfull as a gnat? I mean seriously... do you think before you post?

You're telling me that my idea is bad because Krillen is weak. What the hell does that have to do with anything. A high powered Krillen can already nuke the map as the beams stand now... My idea would only hinder him in this process, as well as anyone else. The percentages are based on powerlevel, not character bio's.
No, that's not what I said. What I said is, the damage should be proportional as it currently is, not percentile based. He basically said 2 beams would be enough to kill things.

I think it's a lot more appropriate if the damage is proportional. Such as for example, if you're 600,000 and you fight someone who's 10,000,000, you're obviously not going to deal 50% (or even 10%) damage with a Kamehameha or whatever. And even if you would, non-set damage is better. Maybe add some randomization in there (assuming there is none already), though? I like the current system, where you take a bit of damage, proportional to the power differences.

Off-topic, I think crush beams would work well. By the way, don't insult my Intelligence. I do think before I post, but sometimes you discern the meaning differently.
 
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it would help but i dont think it would happen that much, since the beam spamming still doesnt stop, it just takes a bit longer before you die...
 
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Emhilradim said:
I think it's a lot more appropriate if the damage is proportional. Such as for example, if you're 600,000 and you fight someone who's 10,000,000, you're obviously not going to deal 50% (or even 10%) damage with a Kamehameha or whatever. And even if you would, non-set damage is better. Maybe add some randomization in there (assuming there is none already), though? I like the current system, where you take a bit of damage, proportional to the power differences.
So you thought my suggestion was to not have powerlevel as a factor at all...
No... My suggestion is to turn a currently lethal map nuker into an 85% hit (excluding direct hit). Obviously if a beam isn't strong enough to kill someone it's not going to take a huge chunk of life away. :rolleyes:


Sicron said:
it would help but i dont think it would happen that much, since the beam spamming still doesnt stop, it just takes a bit longer before you die...
That's the whole point. It gives people a chance, instead of just popped everytime the strong guy fires a beam.
 
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Definately a good idea. I primarily use melee, and I get slaughtered by people that beam the middle of the map and nuke the whole area. I also get slaughtered by the good tele melee people, but thats a skill issue. The percentage idea would give everyone on the map a change to charge in and kill the fool.

If you really want to follow the show, youd have it so that you cant detonate a beam at all! If memory serves me, once that beam is off, youre stuck feeding it ki until it hits something solid, almost like a power struggle with yourself. Im sure that would discourage beam spammers.

If thats too much, you could merely have it so that it cannot be detonated, only released as a blast. To prevent abuse, this blast would lose power over time as it is no longer being fed by your ki.

Requiring a direct on something would fix the beam spamming problem, if youre so inclined as to think its a problem. Any thoughts?
 
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frsrblch said:
Definately a good idea. I primarily use melee, and I get slaughtered by people that beam the middle of the map and nuke the whole area. I also get slaughtered by the good tele melee people, but thats a skill issue. The percentage idea would give everyone on the map a change to charge in and kill the fool.

If you really want to follow the show, youd have it so that you cant detonate a beam at all! If memory serves me, once that beam is off, youre stuck feeding it ki until it hits something solid, almost like a power struggle with yourself. Im sure that would discourage beam spammers.

If thats too much, you could merely have it so that it cannot be detonated, only released as a blast. To prevent abuse, this blast would lose power over time as it is no longer being fed by your ki.

Requiring a direct on something would fix the beam spamming problem, if youre so inclined as to think its a problem. Any thoughts?

Actually , your not stuck feeding Ki into it
Gohan SSJ2 VS Cell Perfect form , Cell does a MASSIVE Kamehameha and detaches the beam , Gohan does the same with a smaller (Stronger) Kamehameha and cell is blasted.

I think right click shouldn't be detonate but detatch...
Corse , that idea would work better (Against spammers) with the drag and crush Idea for beams... witch i'm 100% for , aswell as this new percentage idea.

However the percentage could maby not be a set amount , and be calculated in game due to power level differance. Haveing a Max % and a Min %.
 
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I don't know where all the confusion is coming from. I never said it was a set amount. OF COURSE it will be calculated by powerlevel. Jesus Christ. I must have said that in every single post in here, and yet it slips by some of you.

I don't believe there would be a minimum cap. Let me make this clear.

A lethal beam will cap at 85% - 95% of your current health. Did you catch that? LETHAL. Not just any old beam. One that is deadly. The kind that make you go boom. This does not happen if the beam makes contact and/or you are below 20% - 35% of your health. In those cases, you will die, IF IT IS LETHAL. Not just a ki blast.

Please note that these percentages are not set in stone, I am simply using them for examples.

On a side note, if you've got another suggestion that's great. Talk about it in another post.
 
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Pain said:
I don't know where all the confusion is coming from. I never said it was a set amount. OF COURSE it will be calculated by powerlevel. Jesus Christ. I must have said that in every single post in here, and yet it slips by some of you.

I don't believe there would be a minimum cap. Let me make this clear.

A lethal beam will cap at 85% - 95% of your current health. Did you catch that? LETHAL. Not just any old beam. One that is deadly. The kind that make you go boom. This does not happen if the beam makes contact and/or you are below 20% - 35% of your health. In those cases, you will die, IF IT IS LETHAL. Not just a ki blast.

Please note that these percentages are not set in stone, I am simply using them for examples.

On a side note, if you've got another suggestion that's great. Talk about it in another post.
I was talking to the other guy , I knew YOU thought they should be calculated by PL...
 
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Thanks for refreshing my memory...it can be a bit short, and its been a long time since i last watched the cell saga . The beams detatched, they didnt explode though, lol.
 

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