Editing Talk:Damage

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I have a theory concerning the "arbitrary" meanings of the numbers. At first the inclusion of a "percent" symbol seems fairly stupid, considering there is no apparent effect for going OVER 100. However, is it possible that a character's damage meter determines HOW MUCH of an attack's knockback they suffer? That is to say, a character with 10% damage will take 10% of the knockback distance when hit, while a character will 200% will take double the knockback. This would make damage percentage a knockback multiplier. Is there a way to test this via hacking?
I have a theory concerning the "arbitrary" meanings of the numbers. At first the inclusion of a "percent" symbol seems fairly stupid, considering there is no apparent effect for going OVER 100. However, is it possible that a character's damage meter determines HOW MUCH of an attack's knockback they suffer? That is to say, a character with 10% damage will take 10% of the knockback distance when hit, while a character will 200% will take double the knockback. This would make damage percentage a knockback multiplier. Is there a way to test this via hacking?
::"there is no apparent effect for going OVER 100"  What about it going OVER 9000!!!
:Well, it's not that simple, though that theory seems OK. We don't have any numbers for the amount of knockback, AFAIK. And even if we do, how much is, for instance, 700 points of knockback? One hop or the entire length of New Pork City? There's no ''good'' way to test it. {<span style="color:#800080;"><u>''[[User:Espyo|Espyo]]''</u></span><sup>[[User_Talk:Espyo|T]]</sup>} 17:24, May 6, 2010 (UTC)
:Well, it's not that simple, though that theory seems OK. We don't have any numbers for the amount of knockback, AFAIK. And even if we do, how much is, for instance, 700 points of knockback? One hop or the entire length of New Pork City? There's no ''good'' way to test it. {<span style="color:#800080;"><u>''[[User:Espyo|Espyo]]''</u></span><sup>[[User_Talk:Espyo|T]]</sup>} 17:24, May 6, 2010 (UTC)
:The game contains no numerical data for knockback? I find that odd. There has to be SOME number assigned to it. How else could stale-move negation work? You are correct about not having any number-to-distance translation, though. Not sure how one would fix that. There's also the question of fixed knockback, and of taking knockback at zero damage. Theoretically, you'd be unable to do anything but flinch at 0%.
:The game contains no numerical data for knockback? I find that odd. There has to be SOME number assigned to it. How else could stale-move negation work? You are correct about not having any number-to-distance translation, though. Not sure how one would fix that. There's also the question of fixed knockback, and of taking knockback at zero damage. Theoretically, you'd be unable to do anything but flinch at 0%.

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