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).
Damage is attacks base value (as determined by each separate attack from the HAR's AF file, example Jaguar 3K is 10), then multiplied by the power value. So in 1 player, a jaguar with a pilot with power 10, should do exactly 10 damage with 3K.
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 |
Agility increases all movement speed of all types, but does not change the speed of actual attack animations.
Agility affects:
Further testing has revealed that Agility does not in fact affect “Hit-Push”, so removed that section. Hit-Push looks to be a static distance for all moves.
Agility does not affect:
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 |
Each HAR has a own forward and backward movement modifier, which changes the HAR move-speed before agility affects it. As well as jumping speeds and fall rates etc. (I should add those later on, though they don't matter very much)
Endurance affects total Hitpoints and Stun capacity.
Total HAR health depends on several factors, and can vary the most among the stats in the game. But the main two sources are the HAR base health value and the endurance stat.
The formula:
Total Health = (0,78 + 0,0315 * Endurance) * Base-Health * Vitality% * Opponents-Power-Setting
Thus:
200,1 = (0,78 + 0,0315 * 7) * 200 * 1 * 1
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 | Multiplier |
---|---|---|
Custom Pilot | 0 | 0.78 |
Milano | 4 | 0.906 |
Custom Pilot | 7 | 1.0005 |
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 1 Power/Player 2 Power : 5 (0-7)
This setting under Gameplay appears to give player 1 or 2 more power/damage, but actually it gives the opposite player more health. So if Player 1 Power sets his power to lower, it means that Player 2 get more health.
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
Advanced Gameplay has an option to adjust the “Vitality”, this changes the amount of health in the entire game. It's a percentage change, can go as high as 400%.
Random things I got from the OpenOMF crew, that I haven't process or worked on figuring out yet: 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 or arm power, in some cases both) * armor Stun = ((Base Damage * (35 + Power) / 45) * 2 + 12) * 256
Stun formula by Insanius/aokmaniak13:
The stun cap is calculated as follows HAR Endurance * 3.6 * (Pilot Endurance + 16) / 23
Total Damage | 7.7 | 8 | 8.3 | 8.7 | 9 | 9.3 | 9.7 | 10 | 10.3 | 10.7 | 11 | 11.3 | 11.7 | 12 | 12.3 | 12.7 | 13 | 13.3 | 13.7 | 14 | 14.3 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Base Damage | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | 20 | |
Power | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | 30 | |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
* Rounded to single decimal