Talk:Ball o' fire
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)
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
- 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)