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:::::::::::Also, I can confirm that a fully charged punch with a golden fist deals at least 6 damage, as it is enough to defeat a moth. But well, it's still worth double checking on the clown.
:::::::::::Also, I can confirm that a fully charged punch with a golden fist deals at least 6 damage, as it is enough to defeat a moth. But well, it's still worth double checking on the clown.
:::::::::::—[[User:Hunchman801|Hunchman801]] 22:06, 9 February 2011 (UTC)
:::::::::::—[[User:Hunchman801|Hunchman801]] 22:06, 9 February 2011 (UTC)
:::::::::::''Addendum'': something interesting is that if the damage dealt by a fully charged golden fist proved to be 6 (7 seems much less likely to me), then the golden fist would actually increase the damage by 2 HP in all cases, and so would punching when jumping. —[[User:Hunchman801|Hunchman801]] 01:26, 10 February 2011 (UTC)
:::::::::::Sorry for the delay. I have been studying like crazy in these last days because of tomorrow's test I must do but I've done what you asked. (I hope I did all correctly) I tried to do standard punches X number of times and after a single fully charged golden fist. The Clown survived in "X = 0" and "X = 1". In "X = 2" and "X = 3" he got defeated. --[[User:Haruka|Haruka]] 21:53, 10 February 2011 (UTC)
::::::::::::Awesome Haruka, thanks a lot for your help! This clearly proves that the damage dealt by a fully charged golden fist is 6 HP, which now allows us to provide extensive information about the strength of Rayman's fist in the original game! :D —[[User:Hunchman801|Hunchman801]] 22:17, 10 February 2011 (UTC)
== Revolution ==
Hi there!
I'm quite concerned by the way we should deal with enemies' resistance in Revolution. The problem is that each upgrade for Rayman's fist also increases its power: a blue shot is thrice as powerful as a white shot, a yellow shot and a charged blue shot are thrice as powerful as a blue shot, a charged yellow shot and a Power Fist-empowered yellow shot are thrice as powerful as a yellow shot, and a Power Fist-empowered charged yellow shot is probably twice as powerful as a charged yellow shot (I haven't been able to check yet). Therefore, a charged yellow shot is worth 27 white shots! This leads to an exponential increase in the pirates' resistance: while green Henchmen take 2 white shots, purple ones take 6, yellow ones take 18 (equivalent) and red ones take 54 (equivalent), not to mention barrel pirates (around 120-130)!!
We cannot really use these figures as their resistance: let's consider the example of spiders. They take 6 yellow shots to defeat, which would mean 6 HP in the original and 54 HP in Revolution, for the same effective resistance. However, if we align ourselves on the power of yellow shots, green and purple Henchmen would respectively have a ridiculous 0.222 and 0.666 HP. While this is more realistic when compared to the other versions, how could we deal with non-integers? Rounding them up to 1 HP isn't entirely satisfactory, even though this has been done for enemies such as Hecklers (16.25 rounded up to 17) and Lavomatrixes (8.75 rounded up to 9).
So, should we:
*take white shots as a reference, leading us to use staggeringly high figures?
*take yellow shots as a reference, leading us to deal with numbers smaller than one?
*take blue shots as a reference, leading to both too small and too high figures?
*take any other value as a reference?
*ignore the power increase and consider that all Henchman 800s have 6 HP, unless maybe green Henchmen with 2 HP (and take yellow shots as a reference for stronger enemies)?
*use any other scale (e.g. logarithmic)?
*do anything else?
I seriously count on you guys to share your views on this dodgy problem! Thank you =) —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:56, 26 March 2011 (UTC)
:It sounds to me as if Revolution's resistance system is not even internally consistent, so reconciling it with that of the original version will be a difficult task. It seems that the resistance values up until the point where Rayman's magic fist is upgraded to blue can be accepted at face value, but some other system will have to be found for calculating enemies' resistance to the more powerful shots. Do the resistances of Rayman's enemies increase at the same rate as the strength of his magic fist (eg – when Rayman's magic fist doubles in strength, do his enemies also double in resistance)? Or is their progression more complicated (either greater or lesser)? If we can find exactly how much their resistances increase relative to the strength of Rayman's fist, perhaps we could come up with some coherent system of measurement? —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 13:10, 27 March 2011 (UTC)
::I agree with you on the fact that this scale hardly makes sense; how could some pirates be 27 times as resistant as others? Enemies' resistance kinda follow the increase in power of Rayman's fist, but not exactly I'm afraid. At first, Rayman encounters green and purple pirates (respectively 2 and 6 white shots). After his second Silver Lum, he faces off purple and yellow pirates (respectively 2 and 6 blue shots), as well as green pirates which he can defeat in one shot. And finally, he has to fight yellow and red pirates (respectively 2 and 6 yellow shots), as well as green and purple pirates which he can defeat in one shot. Another problem is that white and blue energy balls are still present as rebounding shots after Rayman's fist has been upgraded to its full power, making it hard to ignore the much lower damage they inflict. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 14:47, 27 March 2011 (UTC)
:::If the white and blue energy spheres are still in play when Rayman has maximised the power of his magic fist, then there's no way we can get around the insanely high resistances of the later Robo-Pirates. Am I to take it that the Barrel Pirates near the end of the game can withstand up to 120–130 hits from Rayman's reflected white spheres? This is impossible to avoid if it's the case. I think we can chalk this entire mess up to Revolution's dubious canonicity – maybe we could add these extremely high resistances to the [[list of Robo-Pirates]], but have a paragraph at the start of the page explaining the situation to the readers and mentioning that these values should be taken with a pinch of salt? The only problem with this solution is that it would leave the article looking highly imbalanced, and may mislead casual readers as to the actual resistance of the Robo-Pirates. Perhaps we could create a separate section on the list for Revolution – or even separate sections for every version? —[[User:Spiraldoor|Spiraldoor]] [[File:IconSpiralDoor.png|link=User:Spiraldoor]] 15:46, 27 March 2011 (UTC)
::::I think we agree on the fact that we will have to take into account the very scale used in Revolution, however it still leaves us choice on which shots to take at face value when considering a pirate's resistance. White, blue or yellow? A way to solve this problem would be to consider that one hit point in Revolution should be equivalent to one hit point in the other versions, in terms of power. While choosing blue shots seems like an in-between insufficient solution, we have to wonder which is the most logical: Rayman's very first shots being 9 times as weak or his full-power shots being 9 times as powerful? Since Rayman has lost his powers at the beginning of the game, it sounds acceptable to me that he gradually recovers them in Revolution, while I really fail to see how his final shots would increase ninefold in power compared to the other versions; that's Ly on steroids to me. Other reasons include the fact that a system based on the number of yellow shots would be entirely coherent in every single level once Rayman has been given the Silver Lum by Globox (other systems being only coherent in certain levels), as well as the apparent equivalence with other versions when considering, for example, spiders with 6 HP in both systems (spiders in Revolution being nine times as resistant may alert the world anti-doping agency). The only drawback is the very low resistance of green and purple Henchmen (respectively 2/9 and 2/3), while that of yellow and red Henchmen would be more acceptable (respectively 2 and 6). I suggest rounding up the first two numbers at 1 HP, while always mentioning the actual figure and/or the number of shots of the pertinent colour. How about using grouped reference tags for this? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 01:47, 28 March 2011 (UTC)
== Globox ==
Yo dawgs.
I've been recently watching some of Haruka's videos (take the following, for example: http://www.youtube.com/watch?v=OZ4vDWwjdjk&feature=related) and notice that Globox takes an active part in combat (when he's sloshed on plum juice, of course, or he'll just run away). How powerful is he when he's drunk (because he kills a [[Hoodmonger Soldier]] in one hit)? --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 14:02, 24 April 2011 (UTC)
:Hmmm, interesting question. As far as I can remember, Hoodlums also have a determined number of resistance in Rayman Hoodlum's Revenge. Maybe some hacking could help? --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 20:00, 24 April 2011 (UTC)
::Well it beats me why he drinks the stuff anyway. He's supposed to be allergic to it, but in the video he drinks several kegs of it. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 20:03, 24 April 2011 (UTC)
:Hoodmongers have 3 HP in this game, that's all I know. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 23:31, 24 April 2011 (UTC)
== Rayman Origins' case ==
I was reading the Blowfish article, and I have something to debate. If by playing normally these can be defeated with a fist/slap/magic, while in Moskito ridings it takes four shots, I think we should mention both resistances in the tables for enemies who also appear in Moskito riding levels. What do you guys think? {{Unsigned|Haruka|23:49, 15 December 2011}}
:Without a doubt. But some enemies only appear in the Moskito sections, and some don't appear in them. Thus, to find an accurate resistance for both of these, we need to find out how much Moskito's attacks do. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 08:25, 16 December 2011 (UTC)
::It seems that a regular attack is equivalent to four Moskito shots, we have to make sure about it though. Also, some attacks destroy cages instantly while others don't, so could there be a certain hierarchy? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 17:00, 16 December 2011 (UTC)
== Power Fist in Revolution ==
It seems that a fully charged Power Fist-empowered shot in Revolution deals more damage than in the other versions. Could someone try (preferably on an emulator) to hit a Barrel Pirate with a Power Fist-empowered simple shot, a medium-charged Power Fist-empowered shot and a fully charged Power Fist-empowered shot? Thanks in advance. It would also be nice to see if Accumulation 1 and 2 have any effect on the damage taken. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 18:56, 5 April 2012 (CEST)
:Well, I wonder who could be up to the job. :P --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 12:02, 6 April 2012 (CEST)
::I think Accumulation 2's explosion helps to give even more damage to the enemies that are caught in its impact area. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 13:26, 6 April 2012 (CEST)
:::I don't understand your remark, Haruka. With Accumulation 1, I don't think the surrounding enemies are damaged, so they are necessarily “more damaged” with Accumulation 2. I simply happen to wonder how much damage they take compared to the main target, even though the answer is probably as much. In fact, we need to know how much damage is dealt by:
:::*a Power Fist-empowered simple shot with Accumulation 1
:::*a fully charged Power Fist-empowered shot with Accumulation 1
:::*a Power Fist-empowered simple shot with Accumulation 2
:::*a fully charged Power Fist-empowered shot with Accumulation 2
:::Don't forget to turn off rebounds! This should give us all the information we need. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:47, 6 April 2012 (CEST)
::::Anyone? —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 13:19, 29 April 2012 (CEST)
:::::I could try to have that in mind for the near future, but for now it is a bit complicated. Month of tests, next month I have final exams... I need to see if I can grab a break time in order to make these experiments, but I can't promise a date. --[[Image:Sparkle.gif]][[User:Haruka|Haruka]][[Image:Sparkle.gif]] 21:17, 1 May 2012 (CEST)
::::::Right, I can do it now, so let me get this clear: You need to know all the things in bullet points? --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 12:31, 7 May 2012 (CEST)
:::::::My results!
:::::::After a Power Fist enhanced Accumulation 1 shot: [http://imageshack.us/photo/my-images/444/dscf1781r.jpg/]
:::::::After a fully charged Power Fist enhanced shot with Accumulation 1: [http://imageshack.us/photo/my-images/526/dscf1782o.jpg/]
:::::::After a Power Fist enhanced Accumulation 2 shot: [http://imageshack.us/photo/my-images/585/dscf1783a.jpg/]
:::::::After a fully charged Power Fist enhanced shot with Accumulation 2: [http://imageshack.us/photo/my-images/818/dscf1785v.jpg/]
:::::::Make of them what you will. --[[User:Iheckler9|iHeckler9]][[File:Life.gif|link=User:Iheckler9]] 15:39, 7 May 2012 (CEST)
::::::::Thanks a lot for taking care of this! It's quite hard to get accurate figures from photographs, but it looks like it's 3, 9, 3 and 12 damage (out of ~13.22), what do you think? You turned off rebounds, right? These results make sense, at least by Revolution's standards. —[[File:RRRGBAIcon8.png|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|link=User:Hunchman801]][[File:RRRGBAIcon1.png|link=User:Hunchman801]] 16:01, 21 May 2012 (CEST)
== In ''Rayman Legends'' ==
Has anyone figured how damage works in ''Legends''? According to the French article, a Francky takes three hits if the player is standing still, but only one if they're running or jumping (kinda reminiscent of damage in the original game). Just wondering if anyone has useful information to add to that. —[[File:RRRGBAIcon8.png|class=sprite|link=User:Hunchman801]][[File:RRRGBAIcon0.gif|class=sprite|link=User:Hunchman801]][[File:RRRGBAIcon1.png|class=sprite|link=User:Hunchman801]] 19:19, 8 May 2019 (CEST)
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