Resistance: Difference between revisions

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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.
 
The resistance of an enemy is a parameter that is representative of the damage they can sustain before they are defeated.
 
==In ''[[Rayman 1|Rayman]]''==
 
In ''[[Rayman 1|Rayman]]'', this parameter is similar to the number of standard punches (without power-ups, full frontal and targeting the gravity centre) needed to defeat the enemy. It is obtained from the EVE.MLT files in ''[[Rayman Designer]]'' :


==In ''Rayman''==
In ''[[Rayman 1|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]]''.


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This is the example of a [[Hunter]], and its resistance is 3.
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.
For the rare enemies that are not present in ''[[Rayman Designer]]'', the resistance is estimated from the number of standard [[Telescopic fist|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.
And at last, as concerns bosses, their resistance is obviously their number of health points, which corresponds to the previous definitions.


==In ''[[Rayman 2: The Great Escape|Rayman 2]]''==
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 [[Rayman (Game Boy Color)|the Game Boy Color version of ''Rayman'']], a standard punch inflicts 1 hit point, and a charged punch 2 hit points. With a [[Golden Fist|Gold Fist]], all punches inflict 2 hit points, irrespective of whether they are charged or not. Jumping does not affect the strength of [[Rayman]]'s [[Telescopic fist|fist]], though it increases its range.
 
==In ''Rayman 2''==
In ''[[Rayman 2]]'', the resistance is defined as the number of standard energy balls from the [[magic fist]] 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]]). A [[Rayman 2 (early production)#Beta|beta version of the game]] also features the [[telescopic fist]], which is more powerful than the [[magic fist]] and inflicts from 3 to 5 hit points depending on the charging time.<ref>[[Rayman Pirate-Community]] discussion forums, ''Re: Rayman 2'', https://raymanpc.com/forum/viewtopic.php?p=1497354#p1497354</ref>
 
In ''[[Rayman Revolution]]'', unlike the other versions, Ly's [[Silver Lum]]s 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.<ref>YouTube, ''Rayman 3 HP system'', https://www.youtube.com/watch?v=Cklzo5Up6Vo</ref>


In ''[[Rayman 2: The Great Escape|Rayman 2]]'', the resistance is defined as the number of standard [[energy ball]]s needed to defeat the enemy, or its equivalent if other means are employed.
==In the UbiArt games==
In ''[[Rayman Origins]]'', ''[[Rayman Legends]]'' and the other [[UbiArt Framework|UbiArt]] games, 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 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]]).
While a standard slap inflicts 1 hit point, [[giant 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]].


==In ''[[Rayman 3: Hoodlum Havoc|Rayman 3]]''==
Charging an attack increases its reach and launch distance but has no effect on its damage. The sole exception to this is the [[cage]]s, specifically the ones from ''[[Rayman Origins]]'', which can be broken more easily with certain attacks.


...
Attacking by jumping on an enemy deals less damage, as can be seen when defeating bigger enemies like [[Francky|Franckies]] and [[Oger]]s. This does not apply in ''[[Rayman Adventures]]'' (and presumably the other mobile spin-offs), however, as in that game, jumping on an enemy, regardless of its size, will instantly defeat it.


[[Category:Other]]
==References==
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[[fr:Résistance]]
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