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As discussion about this sprung up more and more in the IPS topic, and I planned to write about this at some point anyways, this looks like a good time to start this thread (.. / these threads).
This topic serves three purposes!
#1 Not cluttering the IPS thread with stuff that's big enough of a topic to potentially overrun the main discussion - I'm aware it's related, but discussion on what good damage values etc actually *are*, and what damage values this new IPS is bringing, are separate things in my obsessive-compulsive german opinion.
#2 Forcing people to read my inane banter on stuff about general damage questions, game design, garbage cans and schoolgirls
#3 Hyoro Snoopy Dudadeeeee
First chapter is about Combo & Reset damage - how shorter Combos affect things, how Resets play into game speed - with like, mostly 'facts'.
Second chapter will be my thoughts on other things related to damage in SG - For Neutral, Punishes, Assists and Mixups, drowning in subjectivity. Coming Later.
Third chapter, well, look above. Or below. Or somewhere. Just look.
Maybe this could go into Gameplay discussion? But nobody opens that thread ever, so effdat
Okayyyys STARTING OUT! - "If you shorten combos, it becomes impossible to kill wah wah, Games will take forever"
POINT ONE! - Damage Loss On Shorter Combos
LET'S LOOK AT A BASIC EXAMPLE COMBO (shameless self promotion)
Sexy sexy, but we ain't here for that, so data:
- 12 Seconds long (:03-:15)
- 7396 Damage, 0 Meter
LET'S UNLOCK THE DAMAGE!
Notice something? If you CUT YOUR COMBO LENGTH IN HALF (which is probably more than is going to happen) AND ARE STOOPID ENOUGH TO NOT TURN THE LAST STRING INTO A PROPER ENDER (no comment), you lose little more than 1/5th of your combo's damage. Oh, and of course you can use the 6 seconds you aren't comboing now to.. instead do other things. Eg if you hit with a single 6HP, that's a strike for 1200 (which means you lost a grand total of 500 dmg when compared to running through the full combo).
Why this would suddenly turn SG, aka “Timeouts happen about as often as you goons sitting down and thinking rather than spouting bullshit”, into "Wow, matches will run through the entire 99 ingame seconds each and every day now!", .. I don't know.
POINT TWO! - Resets, DPS, and You
LET'S LOOK AT A BASIC EXAMPLE RESET (shameless self promotion vol.2)
Sexy sexy, but we aren't here for that, so .. whatever.
You'll notice that this Vid starts out with the exact same combo as "POINT ONE".
The combo starts at :09, I reset at :13 (4 seconds in) and 'end' the next string at :17 (another 4 seconds in) - 2nd thing is another reset, but we'll just call it combo and pretend it ends here.
This takes 8 seconds total. Filia's life at this point sits on 6287. Since you start out on 14300 life, basic subtraction tells us that these two rather short strings dealt 8013 Damage.
READ: The full combo from POINT ONE is 1.5x as long as these two strings and deals 0.9x the damage.
RESETTING DOES NOT SLOW THE GAME DOWN, THE FUCKING OPPOSITE. IT INCREASES GAMEPACE. This is completely aside from notes like "The defender is under a ton more stress and actually has to do stuff other than holding downback and praying for a drop", this is plain DAMAGE.
I will show you two basic VIDEOS FOR PEOPLE CUS KKKK? VISUAL LEARNING GOOD LEARNING AND SHIT. RESETS vs LONG FUCKING COMBO. Which of these two deals more damage faster, has matches end quicker, is hype to watch and feels like you're playing a game rather than being a monkey?
POINT THREE! - Git Gud
These damage questions *cannot* just look at raw damage, you have to take *ease of landing* into consideration.
You can say "I need 2 touches to kill a character in 3v3, which means 6 touches total to win. Let's compare this to another game, SF4! Standard character has 1000 Health, 'needs 6 touches to die' would mean 167 Damage / Combo. Combos in SF4 deal ~200 or something, SG is already a low damage game!" .. which is actually not superwrong. It ignores a few things (rounds, other teamsizes, damaging assists, characterdeath making you lose options, ..) but is still a valid notion.
HOWEVER, this has no actual meaning at all. After you land a hit in SF4, you knock the opponent down and then hop in with a safejump; left/right mixup. After you land a hit in SG, you have thirty reset points at various locations which lead to five-way reset madness. We got 16f (really 13-14f) startup overheads that lead to full combos, Throws that lead to full combos, Reversals that lead to full combos, Assists that lead to full combos, etc etc etc
This is kinda obvious, so why am I saying this? Because 'ease of landing damage' is something that can be improved upon *without the game itself changing*. We can find new reset points, new setups on incoming / after knockdowns, new ways to open people up, optimized combos, actual team synergies, etc etc etc.
And you know what? THE BEST WAY FOR THIS TO HAPPEN IS IF IT IS NECESSARY. Part of the reason why the SG community is garbage is because WE DON'T NEED TO ACTUALLY LEARN ANYTHING. We do super basic stuff into a training mode combo, DEATH.
Why learn how to abuse fuzzyguard when you can kill everything without using it?
Why bother learning how to sniff out resets and trying to block, when getting touched once means losing a character either way? °
Who fucking cares about utilizing neutral game tools, when you can let yourself get molested for 80 seconds by a zoning Parasoul, then derp your way in once and win?
Why learn how to crunch the opponent into the corner via oppressively moving forwards, when any touch means they carry you from one side of the stage to the other?
In SDE, we had "Maxed Out the Damage". Everyone could ToD. Sev recorded a 3v1 Kill, 30k Damage, Combos were *DONE*. There was nothing left.
// Zoom zoom //
SQG hits, combos are drastically shortened with Undizzy, ..and suddenly people dig out waywayway stronger combos than before, finding new strings, discovering uses for previously deemed useless things, reevaluating whether a certain link is *really* too hard, tbc.
In retrospect, SDE combos were horribly unoptimized bargborg. Just, nobody cared back then, because it was *enough*. If a Jab deals 15k damage, you aren't going to learn combos.
I am going to confidently state that smashing the status quo of "every dipshit who sits down for half an hour in training mode deals 60% life on every stray hit" to smithereens is going to invoke people's thirst for finding ways to get the opponent's lifebar to drain, balancing out the loss of raw damage via improving every single fucking other aspect of the offensive game (unless, of course, every SG player just drops the game due to the lack of Updo into cutscene, which I sadly cannot exclude as a possibility)
° (In case this wasn't clear: Blocking is strong. The point is: If you sniff out where the opponent is going to reset, you're still stuck in a 5way mixup hell and have just a 20% better chance of defending *compared to some guy who plain drops his stick*. If, however, the opponent has to reset you 3 times in a row, trying to defend gets you up to a ~50% chance of blocking one of the mixups - higher reward for being good. Same thing with the other points in that paragraph - learning stuff is rewarded, but not to a sufficient amount.)
NONO! - Don't bite off more than you can chew; #1 is plenty for now
Okay, if you really want to: GO HERE.
HOMPA LOMPA! - Other Things
TL;DR:
- Cutting combos shorter does not actually lower damage by grillions (utmost damage happens in the first few hits)
- Resets make games faster (see above; more 'first few hits' = faster, bigger damage)
- Even drastically lowering combo damage does not hurt, as people will become better (SG community getting stronger > Combo damage being high)
- TL;DR and Stuff
Thanks to:
- Myself for writing this
- Johan for being an awesome person
- DiscoShark, McPeanuts and the EU Elite for proofreading
- DiscoShark for !!
- You for reading the 3 pages and raging that I put the TL;DR at the bottom
- Haha, really: You for skipping the 3 pages, cherrypicking a single random sentence from somewhere, ripping it out of context, and spending the next 20 pages flaming me
- MikeZ for not listening to the "Wah wah, I love the neutral game but you can't expect me to actually play it, gimme deathcombos from every random hit" bunch (YOU CAN'T NOT DO THIS NOW, MIKE! I ALREADY THANKED YOU FOR IT!!)
This topic serves three purposes!
#1 Not cluttering the IPS thread with stuff that's big enough of a topic to potentially overrun the main discussion - I'm aware it's related, but discussion on what good damage values etc actually *are*, and what damage values this new IPS is bringing, are separate things in my obsessive-compulsive german opinion.
#2 Forcing people to read my inane banter on stuff about general damage questions, game design, garbage cans and schoolgirls
#3 Hyoro Snoopy Dudadeeeee
First chapter is about Combo & Reset damage - how shorter Combos affect things, how Resets play into game speed - with like, mostly 'facts'.
Second chapter will be my thoughts on other things related to damage in SG - For Neutral, Punishes, Assists and Mixups, drowning in subjectivity. Coming Later.
Third chapter, well, look above. Or below. Or somewhere. Just look.
Maybe this could go into Gameplay discussion? But nobody opens that thread ever, so effdat
♠♠♠♠♠ #1 ♠♠♠♠♠
Okayyyys STARTING OUT! - "If you shorten combos, it becomes impossible to kill wah wah, Games will take forever"
POINT ONE! - Damage Loss On Shorter Combos
LET'S LOOK AT A BASIC EXAMPLE COMBO (shameless self promotion)
- 12 Seconds long (:03-:15)
- 7396 Damage, 0 Meter
LET'S UNLOCK THE DAMAGE!
:01 - 1675 (+1675)
:02 - 3370 (+1695)
:03 - 4455 (+1085)
:04 - 5144 (+689)
:05 - 5335 (+191)
:06 - 5670 (+335)
:07 - 5958 (+288)
:08 - 6283 (+325)
:09 - 6571 (+288)
:10 - 6711 (+140)
:11 - 7121 (+410)
:12 - 7396 (+275)
Now, to anyone who knows anything about damage scaling, this probably isn't any news, but given the things that people are saying, I'll just assume they don't know.
Let's give some pretty stats for this, shall we?
Luckily, 12 is a nice number with a lot of divisors. We'll look at 3 seconds (1/4), 4 seconds (1/3), 6 seconds (1/2), 8 seconds (2/3) and 9 seconds (3/4).
:03 - 4455/7396; 60% of the combo's damage is dealt in the first 25% of it
:04 - 5144/7396; 70% in the first 33%
:06 - 5670/7396; 77% in the first 50%
:08 - 6283/7396; 85% in the first 66%
:09 - 6571/7396; 89% in the first 75%
:02 - 3370 (+1695)
:03 - 4455 (+1085)
:04 - 5144 (+689)
:05 - 5335 (+191)
:06 - 5670 (+335)
:07 - 5958 (+288)
:08 - 6283 (+325)
:09 - 6571 (+288)
:10 - 6711 (+140)
:11 - 7121 (+410)
:12 - 7396 (+275)
Now, to anyone who knows anything about damage scaling, this probably isn't any news, but given the things that people are saying, I'll just assume they don't know.
Let's give some pretty stats for this, shall we?
Luckily, 12 is a nice number with a lot of divisors. We'll look at 3 seconds (1/4), 4 seconds (1/3), 6 seconds (1/2), 8 seconds (2/3) and 9 seconds (3/4).
:03 - 4455/7396; 60% of the combo's damage is dealt in the first 25% of it
:04 - 5144/7396; 70% in the first 33%
:06 - 5670/7396; 77% in the first 50%
:08 - 6283/7396; 85% in the first 66%
:09 - 6571/7396; 89% in the first 75%
Notice something? If you CUT YOUR COMBO LENGTH IN HALF (which is probably more than is going to happen) AND ARE STOOPID ENOUGH TO NOT TURN THE LAST STRING INTO A PROPER ENDER (no comment), you lose little more than 1/5th of your combo's damage. Oh, and of course you can use the 6 seconds you aren't comboing now to.. instead do other things. Eg if you hit with a single 6HP, that's a strike for 1200 (which means you lost a grand total of 500 dmg when compared to running through the full combo).
Why this would suddenly turn SG, aka “Timeouts happen about as often as you goons sitting down and thinking rather than spouting bullshit”, into "Wow, matches will run through the entire 99 ingame seconds each and every day now!", .. I don't know.
POINT TWO! - Resets, DPS, and You
LET'S LOOK AT A BASIC EXAMPLE RESET (shameless self promotion vol.2)
You'll notice that this Vid starts out with the exact same combo as "POINT ONE".
The combo starts at :09, I reset at :13 (4 seconds in) and 'end' the next string at :17 (another 4 seconds in) - 2nd thing is another reset, but we'll just call it combo and pretend it ends here.
This takes 8 seconds total. Filia's life at this point sits on 6287. Since you start out on 14300 life, basic subtraction tells us that these two rather short strings dealt 8013 Damage.
READ: The full combo from POINT ONE is 1.5x as long as these two strings and deals 0.9x the damage.
RESETTING DOES NOT SLOW THE GAME DOWN, THE FUCKING OPPOSITE. IT INCREASES GAMEPACE. This is completely aside from notes like "The defender is under a ton more stress and actually has to do stuff other than holding downback and praying for a drop", this is plain DAMAGE.
I will show you two basic VIDEOS FOR PEOPLE CUS KKKK? VISUAL LEARNING GOOD LEARNING AND SHIT. RESETS vs LONG FUCKING COMBO. Which of these two deals more damage faster, has matches end quicker, is hype to watch and feels like you're playing a game rather than being a monkey?
POINT THREE! - Git Gud
These damage questions *cannot* just look at raw damage, you have to take *ease of landing* into consideration.
You can say "I need 2 touches to kill a character in 3v3, which means 6 touches total to win. Let's compare this to another game, SF4! Standard character has 1000 Health, 'needs 6 touches to die' would mean 167 Damage / Combo. Combos in SF4 deal ~200 or something, SG is already a low damage game!" .. which is actually not superwrong. It ignores a few things (rounds, other teamsizes, damaging assists, characterdeath making you lose options, ..) but is still a valid notion.
HOWEVER, this has no actual meaning at all. After you land a hit in SF4, you knock the opponent down and then hop in with a safejump; left/right mixup. After you land a hit in SG, you have thirty reset points at various locations which lead to five-way reset madness. We got 16f (really 13-14f) startup overheads that lead to full combos, Throws that lead to full combos, Reversals that lead to full combos, Assists that lead to full combos, etc etc etc
This is kinda obvious, so why am I saying this? Because 'ease of landing damage' is something that can be improved upon *without the game itself changing*. We can find new reset points, new setups on incoming / after knockdowns, new ways to open people up, optimized combos, actual team synergies, etc etc etc.
And you know what? THE BEST WAY FOR THIS TO HAPPEN IS IF IT IS NECESSARY. Part of the reason why the SG community is garbage is because WE DON'T NEED TO ACTUALLY LEARN ANYTHING. We do super basic stuff into a training mode combo, DEATH.
Why learn how to abuse fuzzyguard when you can kill everything without using it?
Why bother learning how to sniff out resets and trying to block, when getting touched once means losing a character either way? °
Who fucking cares about utilizing neutral game tools, when you can let yourself get molested for 80 seconds by a zoning Parasoul, then derp your way in once and win?
Why learn how to crunch the opponent into the corner via oppressively moving forwards, when any touch means they carry you from one side of the stage to the other?
In SDE, we had "Maxed Out the Damage". Everyone could ToD. Sev recorded a 3v1 Kill, 30k Damage, Combos were *DONE*. There was nothing left.
// Zoom zoom //
SQG hits, combos are drastically shortened with Undizzy, ..and suddenly people dig out waywayway stronger combos than before, finding new strings, discovering uses for previously deemed useless things, reevaluating whether a certain link is *really* too hard, tbc.
In retrospect, SDE combos were horribly unoptimized bargborg. Just, nobody cared back then, because it was *enough*. If a Jab deals 15k damage, you aren't going to learn combos.
I am going to confidently state that smashing the status quo of "every dipshit who sits down for half an hour in training mode deals 60% life on every stray hit" to smithereens is going to invoke people's thirst for finding ways to get the opponent's lifebar to drain, balancing out the loss of raw damage via improving every single fucking other aspect of the offensive game (unless, of course, every SG player just drops the game due to the lack of Updo into cutscene, which I sadly cannot exclude as a possibility)
° (In case this wasn't clear: Blocking is strong. The point is: If you sniff out where the opponent is going to reset, you're still stuck in a 5way mixup hell and have just a 20% better chance of defending *compared to some guy who plain drops his stick*. If, however, the opponent has to reset you 3 times in a row, trying to defend gets you up to a ~50% chance of blocking one of the mixups - higher reward for being good. Same thing with the other points in that paragraph - learning stuff is rewarded, but not to a sufficient amount.)
♠♠♠♠♠ #2 ♠♠♠♠♠
NONO! - Don't bite off more than you can chew; #1 is plenty for now
Okay, if you really want to: GO HERE.
♠♠♠♠♠ #3 ♠♠♠♠♠
HOMPA LOMPA! - Other Things
TL;DR:
- Cutting combos shorter does not actually lower damage by grillions (utmost damage happens in the first few hits)
- Resets make games faster (see above; more 'first few hits' = faster, bigger damage)
- Even drastically lowering combo damage does not hurt, as people will become better (SG community getting stronger > Combo damage being high)
- TL;DR and Stuff
Thanks to:
- Myself for writing this
- Johan for being an awesome person
- DiscoShark, McPeanuts and the EU Elite for proofreading
- DiscoShark for !!
- You for reading the 3 pages and raging that I put the TL;DR at the bottom
- Haha, really: You for skipping the 3 pages, cherrypicking a single random sentence from somewhere, ripping it out of context, and spending the next 20 pages flaming me
- MikeZ for not listening to the "Wah wah, I love the neutral game but you can't expect me to actually play it, gimme deathcombos from every random hit" bunch (YOU CAN'T NOT DO THIS NOW, MIKE! I ALREADY THANKED YOU FOR IT!!)
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