Stamina Damage & Transformations

New Member
Joined
Sep 13, 2008
Messages
436
Best answers
0
Location
New England, United States
Fractional Stamina Damage & Transformations

Normally when people fight in DBZ, they'll begin the fight at a lesser power level. Of course in the game that serves no purpose, as you're actually at a big loss if you don't match your opponent right away. So what I'm thinking is...

Make stamina damage from melee and Ki attacks an equation that is created both from say a fractional damage, like 2/25 of your stamina, and the other portion from the PL difference, say 1 stamina damage added and negated per 500k PL difference.

Assuming you have 100 stamina untrans:
8% stamina loss per hit + 2 stamina (from having say a 1,000,000 PL difference) = 10 stamina loss per hit

Assuming you have 200 stamina trans:
8% stamina loss per hit + (-1) stamina (from having a 500k advantage) = 15 stamina lost per hit

The numbers are all conceptual, but the idea is that transforming right from the start will result in greater stamina loss per hit, as it damages you based on your total stamina. This encourages players to initially fight in an untrans state so that they can get a "second wind" by transforming.

The difference in stamina loss per hit in this example is 6, so after taking say 5 hits, you'd see a stamina loss difference of 30. Your total loss would be 50 untrans, 80 trans.

The Result:
Overall, you could take 8 hits untrans, transform, and then have 120 stamina total remaining.

Or you could take 8 hits by initially transforming, and then you'd have 80 stamina remaining.

That's the idea.

This enhances the gameplay in NUMEROUS ways through restoring stamina with instant transforming. Aside from making melee better, if you allow stamina to play a part in Ki battles, you now have a way to make Ki battles both more entertaining and challenging. Lets say Gohan transforms into SSJ2 and charges a KHH while a fully transformed Cell charges a KHH after having fought. This is a way to unite the results from meleeing into Ki battles.

Since SSJ-type classes (and Frieza) can gain a second wind through transforming, you can give perma-trans characters a larger stamina reserve. Since using stamina offensively ISN'T fractional, assumably, it gives them more offensive potential with teleporting and swooping. This would affect how much stamina damage they take from transforming, as their total stamina is larger now and they can't untrans. So you could give Buu a greater PL gain from transing to make up for it, say 3 mil instead of a SSJ 1.5 mil. This is more "true to story," since in the anime Buu is known for his relentless strength during battle, by having more stamina and damage negation. The downside is they can't manage their stamina as well. So this appeals more to players who want to be stronger than everyone else, and who are also really good at the game, as you'll want to be more on the offensive and less defense.

Numbers demonstrate Buu's increased PL negating fractional stamina dmg difference:

Assuming it takes Buu 3 mil to trans, he'd have 6 mil transed, 7.5 mil with turbo.
Assuming Goku transes with 3 mil PL, he'd have 4.5 mil transed, ~5.5 mil with turbo.

The difference is 4 stamina negation for Buu - 24 stamina fractional = 20 stamina loss per hit.
For Goku, it'd be a 4 stamina addition + 16 stamina fractional = 20 stamina loss per hit.

Buu's total stamina = 300, so it'd take 15 hits to diminish him.
Goku's total stamina = 200, so it'd take 10 hits to diminish him.

Buu's transformation, on initial equal PL footing, still gives him the stamina battle advantage.

If Goku fought Buu untrans, this is the result:
Buu has 7.5 mil PL trans with turbo.
Goku has 3.75 mil with turbo untrans.

The difference is 7 stamina negation for Buu - 24 stamina fraction = 17 stamina loss per hit.
For Goku, it'd be a 7 stamina addition + 8 stamina fractional = 15 loss per hit.

Buu's total stamina = 300, so it'd take 18 hits to diminish him.
Goku's total stamina = 100, so it'd take 6 hits to diminish him

Once Goku was diminished, he could trans. He'd gain 100 stamina, and factoring in the other numbers, he could take an additional 5 hits. If you trans right away, you could take 13 hits. So as you can see, against Buu, you'd have to transform to your highest level to fight him immediately, or his higher PL would beat your stamina down at a faster rate. This gives him a greater advantage against untrans player, and his candy technique more purpose. So evil! :devsmile:

Now consider chaining attacks; one player has turbo, the other doesn't. This results in the negation being offset temporarily, so only the first hit on Buu has the stamina negation in full effect. The rest will deal greater amounts of stamina damage (with Buu, an extra 3 stamina damage against him per hit).

You could give Cell less of a PL gain with his transformations, but still a higher stamina reserve. Give him a passive health regeneration rate based on his total health, like 2% health per second. That way it encourages killing him off with a Finishing attack after you've knocked his stamina down, since you could possibly melee him for a long time and not kill him. It gives him some incentive to transform for the health bonus, thus increasing his health regain as well. Without the greater PL bonus, he's more vulnerable to the fractional stamina damage, meaning he would go down a little sooner than most characters. So it's balanced.

Before trans, 300 health = 6 health/second
After trans, 500 health = 10 health/second

Give Krillin like 25% faster stamina recovery rate, but maybe 80 stamina. Make his first Mystic transformation come into play sooner, so it'd give him 160 total stamina. He'd take less fractional stamina damage, but the PL difference would make or break him, as it always does in the anime lol. Krillin does have the potential to gain base PL as fast as the rest. This type of build would make him down more often, but for less time, as his stamina recovers faster, making him harder to kill with a finishing attack, but easier to consistently kill with ki blasts.

Overall, fractional stamina damage puts a whole new level and perspective onto how transformations work, and how stamina reserves can affect character types and play styles. Implement this!

IMPORTANT NOTE: Depending on how often you want the player knocked out, you change the numbers. Say 4% and 1 mil PL per stamina. That'd make it take twice as many hits, but everything still applies. 6% and 750k PL per stamina. Probably better to lessen it from what I said above, since the player will be consuming stamina to fight as well.
 
Last edited:
Freelance Mappzor
✔️ HL Verified
🚂 Steam Linked
💻 Oldtimer
Joined
Nov 21, 2003
Messages
17,065
Best answers
0
Location
Stairing at the Abyss
To be honest im actually playing with the idea to have SSJ forms consume stamina instead of KI.

And just have a slightly higher KI burn on attacks that use KI. The higher the state the more this is felt.

So SSJ3 would actually have a negative stamina gain when standing still where SSJ1 and 2 would only gain less.

Ofcourse that goes only for characters that can revert to an earlier state. The perma transformed characters dont get that since that would make them useless ^^

To balance that out the characters who can revert should have a slightly higher PL gain on transformation ^^



Oh and as for the whole numbers thing. I didnt really get taht stuff about stamina damage points equaling 500k PL ^^
 
New Member
Joined
Sep 13, 2008
Messages
436
Best answers
0
Location
New England, United States
It's all conceptual. For every 500k PL difference you have over or under your enemy, you negate or lose 1 stamina per hit. So if you're 1 million PL above your opponent, on top of the fractional stamina damage which is always there, you would negate 2 stamina damage.

So 8% of 100 is 8, and 1 million is 2 stamina negation, so you'd take 6 stamina damage.
 

Users who are viewing this thread

Top Bottom