Guilty Gear Xrd -REVELATOR- one of life's gilty pleasures

Tell me the difference between this:

One character has 10,000 health.

One characters has 5000 health, but takes half damage from everything.

Especially when everyone who plays the games with them (which by definition is basically all of them) have learned to play and adapt to them within those games. Long as you can build a strategy around them, it’s just part of the game at that point. SFIV is a very bare bones game outside of the ultras and FADC any ways and at least XF does allow a lot of specific things to occur strategically outside of the damage and speed boost that is looked down upon.

Because is not like that, really man, you have to be really stupid to not see it
Taokaka has 10500 health, she will always take the same damage from every single hit like 5A no matter how much health she has left
Chipp on the other hand will take less and less damage as he has left less health in his bar.
The amount of damage he gets is variable for every single amount of life he is left, meaning that the less health that he has, the less damage he gets over time, add the modifiers of guard bar into the mixture and the amount of damage that he gets depends of what is happening.

On BB each character has a fixed life value, the damage that they receive is the same across the board.
On GG this varies per character by guts, defense, guardbar level.

Then tell me the difference between this (specifically talking about guts here).

One character has 20,000 health. (Tao)

One character has 15,000 health, but when he has 5,000 health remaining, he takes half damage from everything. (Chipp)

Edit: Let’s add in the lifebars to make this as clear as possible to you.

Tao has 20,000 health, and gets pegged by two 5000 damage combos. She is now at 10,000 health, represented by the halfway point on the life bar.

Chipp has 15,000 health and also gets pegged by two 5000 damage combos. He is now at 5000 health, represented by the 1/3 point on the life bar/

They both get hit by the same combo again. Tao takes 5000 damage, and is now at the 25% point of the life bar. Chipp only takes 2500 damage, thanks to guts kicking in, and is now at 16.5% of his life bar. However, they both still will die in another 5000 damage combo. It doesn’t matter that Chipp has guts and Tao always takes the same damage. You can extrapolate guts defense modifiers to an actual health number and the result would be the same if the lifebar reflected it. Once again barring the specific examples I’ve pointed out above (minimum damage, chip, skipping the threshold).

The original Accent Core came out 2006, Accent Core plus just added some new features and Kliff/Justice, and #R is just a rebalance I believe. Considering Xrd will probably come out 2015…that is 9 years.

Read motherfucker

http://www.dustloop.com/wiki/index.php?title=Damage_(GGACR)

The damage on GG is dynamic due different factors, BB is fixed no matter what.

I have a character with 10,000 health. At 3000 health left, he takes 90% damage. At 2000 health, he takes 80% damage. At 1000 health, he takes 70% damage. This character has the same effective health as a character that has 7000 + 1000/.9 + 1000/.8 + 1000/.7 = 10,790 health and has no guts modifiers (once again, barring the exceptions mentioned above). Guts adds 790 points of health to this character through its defense modifications when the character is low on life.

So even if you start taking less damage during the last parts of your health bar, you could just as easily represent that information by adjusting how the entire health bar looks in the first place so that it isn’t deceiving. There is value in the life bar being deceiving, but it’s still not as a comeback factor specifically.

There’s a math thread in the GD, I think…

All this talk about comeback mechanics belongs in Tataki’s thread.

People overuse the term so much it doesn’t make sense anymore.

X-Factor is a comeback mechanic, Guts isn’t.

Can we all go back to normal, non retarded conversation?

…Slayer when?

I wonder how the character themes will sound in this game if they’re bringing them back from XX.

except that mechanic isnt new and was in kof 98 and 2k2 (it was called maxmode), allowing you to do heavy damaging combos up to like 70 percent or more. soooo maybe you should know more about kof before being digusted by HD combos, because the mechanic is well balanced out in kof 13 and has not really changed the fundamentals of kof. yeah you can eat a crouching lk into losing 70 percent of your life or more if someones got those hd combos down, but you use hd meter and super meter so often most times, no one is really just sitting on hd meter and 4/5 bars on their last character all the time for kill combos. most kof 13 matches dont just come down to who can do the awesomest hd combo to win it all because people are constantly spending their meter on ex moves , hd cancel combos, or just raw hd combos into level 1’s to take the damage they can get and continue applying the pressure.

but back to ggxrd

How did you get these values? 6,400 is 64% of 10,000. Likewise, 3,600 is 36% of 10,000.

He’s trying to say that when the bar on top is at 20%, Nu still has 3600 life out of a total 10,000 due to how the guts system works (read the rest of the post).

HD combos weren’t in 98 or UM, you should know yourself before you start talking. And in 2k2UM with two exceptions HD combos were nowhere near as dumb as they are in XIII and the mechanic in XIII is not that well balanced at all and the fundamentals of KOF are weaker in XIII than they are in older KOFs.

This is the last time that i reply to you since is proving to be a waste of time since you obviously aren’t reading shit. I am mostly leaving this for other people interested on reading it.

Every character on GG has 460 of health, the damage they get is calculated based on how much health does the character has at the start of the combo, the proration of the hit, the guard bar, the guts, the defense modifier.

Sol has a defense modifier of 1
Chipp has a defense modifier of 1.3
Potemkin has a defense modifier of .87

If an attack has a base value of 100 of damage, this means that in Sol it will do 100, on Chipp will do 130 and on Potemkin will do 87
The same attack between 42% to 56% of life will do
124.8 on Chipp, 100 on Sol and 83.52 on Potemkin

Between 32% to 41%
114.4 on Chipp, 94 on Sol and 76.56 on Potemkin

And this continues for the ranges of
22% to 31%,
17% to 21%,
12% to 16%,
7% to 11%
and 0% to 6%

You are asuming that a character has x amount of health based on how much damage they mitigate at determinated % of their health bar, but is not like that, since there are 3 elements that change how much damage he gets.
Guts modifiers are applied at the begining of the combo, but not mid combo.
Going with your logic and ignoring all the other factors behind the damage calculation, character X with guts that kick at ranges between 30% (90% of the damage), 20% (80% of the damage) and 10% (70% of the damage) with a health value of 10000 has the** potential** to have 10790, but only if he manages to stay alive for those 3 intervals to kick in, otherwise if he is caught on a combo with base damge of 6500 and another of 3500 he will effectively had 10k.

If he got hit by a combo of 6500 and another of 1500 he will be left with 20% of his health and will only recieve 80% of the damge inflicted on him, this means that the same combo that did 1500 damage now will only do 1200, leaving him with 300 points left of health so he will look that he had 10300

Said character dies in 2 combos of 5000 = 10k of health
in 4 combos of 2500 = 10k of health
after 5 combos of 2000 he has 400 health left = 10400
after 10 combos of 1000 he has 400 left = 10400
after 21 hits of 500 he has 150 left = 10650
and he dies exactly on 43 hits of 250 = 10750 of health

This character has different calculated health values in different scenarios.
Asuming that 250 is the minimum value of damage that you can get per hit when this character who is left with 10% of his health all the damge that he recieves is 175
So, in the case 3 and 4 where he has 400 health left he can die in an attack that deals exactly 400 damage or 3 hits of 250 in other words those last 400 can still be only 400 or 550; depending on how you end the round he ends with 10400 or 10550.

And this is all without aplying defense modifiers and guard bar level.

The thing is that guts are not mean to represent health values, is meant to represent density, the less health a character more hits are needed to inflict damage.
BB simulates this by distributing diferent percents of the health between different segments of the bar, that way it gives the impresion that a character takes less damage as he/she has less health.
The key difference is that Nu dies after 10k in damage is deal to her, while the theorical character in my example could require 10k or more depending on how the round went.

I would PM you to continue this conversation, but you’re ignoring me there so the rest of my points on this will be in:

to avoid derailing this thread any further.

Exactly. A comeback mechanic is one that actively helps you win. Guts is just a health modifier and Burst simply gives you a shot at coming back.

I have no problem with comeback mechanics that don’t limit the options of the winning player like some Ultras do (don’t know about XF, I don’t play Marvel) but I have faith that Arc wouldn’t design something stupid like that. They put too much thought into their games to come up with something that would suck the life out of it.

Let’s get this shit on topic despite me wanting to know more about why kof13 has supposedly less fundamentals than older kof games (I didn’t play them much, wasn’t too fond of pre 96 ((and 96 wasn’t that great)) and I played a lot of them on bad ports) so,

I hope grandviper isn’t so stupid in this. Like, I do like what it does and how it works, but the mashing portion of it is retarded. Hitting left and right over and over while mashing two buttons repeatedly as hard as you can BUT ALSO AT A RHYTHM SO YOU CAN GET DAT CLEAN HIT is stupid. I actually don’t even try doing that move on a vita if I’m in public because I’m afraid people will stare at me because I’ll look like I’m trying to break my vita.

Well, it’s classic GV, so no worries of mashing for CH.