Resistance

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The resistance of an enemy is a parameter that is representative of the damage they can sustain before they are defeated.

In Rayman

In Rayman, this parameter is equal to the number of standard punches (without power-ups, not charged and without jumping) needed to defeat the enemy. It is obtained from the EVE.MLT files in Rayman Designer.

œdef,MS_cha,CHA, 4 ,

/ch~eur/

CHA.ETA,

2 , 254,

33 , 255,

100,80,

0 , 0 ,

80,95,32,

0,3,3,

12 , 254 , 5 ,

This is the example of a Hunter, and its resistance is 3.

For the rare enemies that are not present in Rayman Designer, the resistance is estimated from the number of standard punches needed to defeat them.

And at last, as concerns bosses, their resistance is obviously their number of health points, which corresponds to the previous definitions.

While a standard punch inflicts 1 hit point (3 with a Golden Fist), a charged punch can inflict from 1 to 4 hit points depending on the charging time (respectively 3 to 6 hit points with a Golden Fist), and a punch when jumping inflicts 3 hit points (5 with a Golden Fist). This, however, doesn't apply to bosses, who only suffer one damage per punch in any case.

In the Game Boy Color version of Rayman

In the Game Boy Color version of Rayman, a standard punch inflicts 1 hit point, and a charged punch 2 hit points. With a Gold Fist, all punches inflict 2 hit points, irrespective or whether they are charged or not. Jumping does not affect the strength of Rayman's fist, though it increases its range.

In Rayman 2

In Rayman 2, the resistance is defined as the number of standard energy balls needed to defeat the enemy, or its equivalent if other means are employed.

While a standard energy ball inflicts 1 hit point (3 with a Power Fist), a charged energy ball can inflict from 1 to 3 hit points depending on the charging time (respectively 3 to 6 hit points with a Power Fist).

In Rayman Revolution, unlike the other versions, Ly's Silver Lums upgrading Rayman's fist also increase the damage inflicted by it. While a standard white energy ball inflicts 1/9 (0.111…) hit point, a standard blue energy ball inflicts 1/3 (0.333…) hit point, and a charged blue energy ball inflicts 1 hit point. The damage inflicted by yellow energy balls is the same as in the other versions.

In Rayman 3

In Rayman 3, the resistance is defined as the number of standard punches needed to defeat the enemy.

While a standard punch inflicts 1 hit point (2 with a Heavy Metal Fist), a charged punch can inflict from 1 to 3 hit points depending on the charging time (respectively 2 to 6 hit points with a Heavy Metal Fist). The damage Rayman deals with his fists does not rise continuously with the charging time, but rather goes up stepwise. For instance, when fighting against a standard Hoodmonger, Rayman can deal damage worth 1, 1.25, ..., 2.75, 3 hit points. The spacing between the possible values depends on the enemy.[1]

In the UbiArt games

In Rayman Origins, Rayman Legends and its spin-offs, the resistance is defined as the number of slaps required to defeat an enemy. Except for bosses and invincible creatures, all the enemies in the game can be defeated with only one slap.

While a standard slap inflicts 1 hit point, mosquito shots inflict 1/4 (0.25) hit point. They can, however, be used to defeat enemies which cannot be harmed physically such as jellyfish.

Charging an attack increases its reach but has no effect on its damage, except for cages, which can be broken more easily with certain attacks.

Attacking by jumping on an enemy deals less damage, as can be seen when defeating an Oger.

References

  1. YouTube, Rayman 3 HP system, https://www.youtube.com/watch?v=Cklzo5Up6Vo