by PolishTamales » Mon Feb 09, 2015 6:46 am
That's interesting on the melee/range based on animation. Common sense, but interesting to know it's not button correspondence.
The proc rate for calculations is what it is. The testing was done on Extreme mode in PvP. NPCs share the same type of health bars as playable characters, so it's safe to assume the damage calculation should be the same across all targets with hit-boxes and HP bars. So for DPS or DoT characters (damage over time), critical hit bonuses would have better parsing results, compared to someone that relies on burst damage (Maleficent for example). The more swings, the more chances for critical hits to register, which translate to having faster combos (low start-up/low recovery frames), the more likely they'll deal the most damage over a period of time, in addition to critical hit bonuses. Common sense, but it goes above an average gamer's head.
The critical hits were based on characters that did exactly 1 bar or 2 bars of health for their basic first hit combo. So Thor's 1st basic swing did about 2.25, but whenever it activated, it would go to 2.75 bars. Iron Man went from 1 bar to 1.25 on critical hits. Groot's normal swing is 2 bars and on critical, 2.44 ~ 2.50. So the value would be upon 1.22 or 1.25 (at most) for the multiplier.
This is how I was able to determine whether or not a 2nd upgrade to Specials were necessary or not. Often times, the 2nd upgrade won't kill the next higher tier frost giant, but once in a while, you do encounter a character that does, such as Captain America. Then you have guys like Thor where 1 upgrade to their Special is more than enough to deal with grunts, but their 2nd upgrade isn't enough to clear the next tier, which makes it less practical to upgrade since that's an additional 10 points devoted solely to take out the next tier mob, when Thor's normal melee/breaker combo is more than enough to deal with them. Or if you have a lame Skill Tree layout like Groot, it might even cost an extra 11 points since his Ultra/Super Upgrade is wedged between additional bars of Special upgrades.
Then there's Supers where you can straight up block the entirety of the attack (Maleficent) and the damage scales down based on the number of targets (Maleficent again...). Thor's Super can be blocked on the first hit, but the second hit will be unblockable. It won't deal as much damage though (2-3 bars as opposed to instant death). Captain Americas' Special is unblockable and so is Iron Man's.
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