Talk:Ball o' fire

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Damage scales and was similar in value with that of the atomic wedge at my level. Patojonas 06:56, 2 May 2012 (PDT)

Damage is a % of foe's remaining HP, around 10% more spading needed. Patojonas 03:26, 5 May 2012 (PDT)

some data from enemies with known max HP:

skateboarding teen
5/10
6/10
5/10
6/10
5/10
7/10
5/10

mutant vagrant
17/32
Patojonas 04:31, 5 May 2012 (PDT)

You clutch the ball o' fire in your hands, letting the heat infuse your body, warming you body and soul. You gain 61 HP and 34 PP.

HP: 1205/1205; PP: 43/679 Cristiona 20:38, 24 June 2012 (PDT)

Also, since I'm nice, I chucked one at a flying polyp: You fling the ball o' fire at the flying polyp, roasting them for 424 damage!

And a second one: You fling the ball o' fire at the flying polyp, roasting them for 122 damage!

Of course, it was getting damaged from other sources (I had 4 sources of strikeback, and a reformed arsonist, and judo kid gloves. Still, should help with figuring the percents more than level 1 foes. Cristiona 20:43, 24 June 2012 (PDT)


You clutch the ball o' fire in your hands, letting the heat infuse your body, warming you body and soul. You gain 46 HP and 36 PP. HP: 868/868 PP: 38/706

According to this and Cristiona's data, it seems to be 0.05*MaxHP and 0.05*MaxPP, but there seems to be a small ± number assigned to it.

Also, it'll need to be checked how much does it heal on someone with less than 20 on each stat to see if there's a fixed minimum amount. Patojonas 07:31, 2 July 2012 (PDT)

Damage

Since Sanjuro donated a few for my alts to play with here's some data on the damage % without strike back screwing it up (ratio=1-hit2/hit1 formula):

hit1 - hit2 - damage ratio
  • 1064 - 337 - 1-337/1064=0.683 (I recall that there were 11 points of strikeback between the hits on this one, but the result would be above .65 either way)
  • 1258 - 439 - 1-439/1258=0.651
  • 1270 - 487 - 1-487/1270=0.617
  • 1107 - 414 - 1-414/1107=0.626
  • 0907 - 354 - 1-354/907=0.609

Based on this damage seems to range from 60% to 70% of the foe's remaining HP, a few more uses needed to check the limits. Patojonas 17:46, 4 July 2012 (PDT)

Based on the previous statement I'm a fool. Here's why:

Considering a foe with 10000HP and no resistances:

% for 1st and 2nd hit hit1 damage hit2 damage 1-hit2/hit1 result
60% on both 6000 2400 .6000
70% on both 7000 2100 .7000
60% then 70% 6000 2800 .5333
70% then 60% 7000 1800 .7428
62,5% then 67,5% 6250 2531,25 .5950
67,5% then 62,5% 6750 2031,25 .6990
63% then 67% 6300 2479 .6065
67% then 63% 6700 2079 .6897


The data Cristiona provided is contaminated with strikebacks according to herself and since the values are small enough for it to influence significantly the results I won't consider them (sorry).

So far the data ranges from 0.609 to .683, fitting the 65%±2.5% and 65%±2%, meaning more data is needed. Patojonas 07:35, 5 July 2012 (PDT)

Some more data on this:

hit1 - hit2 - damage ratio
  • 1219 - 528 - .5668
  • 1330 - 567 - .5736
  • 1239 - 528 - .5738
  • 1239 - 507 - .5907
  • 1271 - 494 - .6113
  • 1076 - 416 - .6133
  • 1355 - 517 - .6184
  • 1067 - 398 - .6269
  • 1361 - 501 - .6318
  • 1395 - 513 - .6322
  • 1321 - 476 - .6396
  • 1447 - 521 - .6399
  • 1185 - 420 - .6455
  • 1094 - 385 - .6480
  • 1254 - 432 - .6555
  • 1441 - 496 - .6557
  • 0779 - 268 - .6559
  • 1140 - 392 - .6561
  • 1150 - 390 - .6608
  • 1447 - 489 - .6620
  • 1373 - 458 - .6664
  • 1300 - 427 - .6715
  • 1384 - 441 - .6813 (foe fumbled for 79 points between hits, if 2nd hit were 65% it'd be .6445)
  • 1362 - 419 - .6923 (foe fumbled for 80 points between hits, if 2nd hit were 65% it'd be .6542)

Giving an average of ~0.6316 (not considering those last 2 entries), very close to the middle point of what one would get with 60% and 70% as limits, 0.6381.

This doesn't explain the values obtained for those low HP foes in the beginning of the page very well (could be an after effect of rounding, or the hp values considered are incorrect), but until a foe with an high (100+) fixed amount of HP is found and properly spaded this is the best I can do. Patojonas 10:23, 5 July 2012 (PDT)

Healing

HP: 1100/1100 (5% would be 55)
PP: 600/600 (5% would be 30)

Results:

  • You gain 55 HP and 30 PP.
  • You gain 55 HP and 30 PP.


HP: 1020/1020 (5% would be 51)
PP: 381/1960 (5% would be 98)

Results:

  • You gain 51 HP and 98 PP.
  • You gain 51 HP and 98 PP.
  • You gain 51 HP and 98 PP.
  • You gain 51 HP and 98 PP.
  • You gain 51 HP and 98 PP.
  • You gain 51 HP and 98 PP.
  • You gain 51 HP and 98 PP.


HP: 1020/1030 (5% would be 51.5)
PP: 381/1950 (5% would be 97.5)

Results:

  • 52 HP and 98 PP.
  • 52 HP and 98 PP.
  • 52 HP and 98 PP.
  • 52 HP and 98 PP.

Looks like there's no ± factor at all, seems to just be round(0.05*MaxHP)HP and round(0.05*MaxPP)PP. Only thing left to check is if there's a minimum amount. Patojonas 10:23, 5 July 2012 (PDT)

HP: 12/12
PP: 5/5

Results:

  • You gain 1 HP and 1 PP.

Therefore, no minimum. Patojonas 05:31, 12 July 2012 (PDT)