ermacs damage scaling doesnt make any sense

LurkDog

New member
A single force push does 11% dmg. But if you teleport then force push in the same combo it only does 10%. I understand that it evens out the game but common, that doesnt make any sense that he does less damage with a whole other special attack added to the force push! At least make the tele then force push be 12% or something lol.
 
alot of combos are weird that way. i tried a bunch of sub-zero combos and noticed if i added an extra punch in the middle i would lose 1% or so, although it was the exact same combos just with an extra hit in the middle ^^
 
i agree with you that doesnt make any sense...
example: if you do sonya's x ray i think it does like 8-9 hits and does 25-30% dmg, but you can do a simple 5 hit combo with 1 enhanced attack and it can do over 40% dmg...
 
alot of combos are weird that way. i tried a bunch of sub-zero combos and noticed if i added an extra punch in the middle i would lose 1% or so, although it was the exact same combos just with an extra hit in the middle ^^

there's a few unusual damage scaling issues with sub zero post patch.
 
I have no idea but I think that it's because using that move after a teleport makes it easier to pull off/harder for the other person to block, therefore it does less damage as it's less risky.
 
Yeah same thing with one of Raiden's combos. Adding an extra hit to his combo reduces his overall damage for that combo.

Total WTF!!!

They should never scale down attacks in combos. If your good enough to string together a 15 hit combo you should be rewarded! And at the same time if your bad enough to get hit with a 15 hit combo you should be punished!
 
A single force push does 11% dmg. But if you teleport then force push in the same combo it only does 10%. I understand that it evens out the game but common, that doesnt make any sense that he does less damage with a whole other special attack added to the force push! At least make the tele then force push be 12% or something lol.

Thats to decrease the damage of these combos:

Force Lift - Jump Kick - Force Port - Force Push (27% i think it is)
B+1,1,4 - Force Lift - Jump Kick - Force Port - Force Push (40%)
 
Thats to decrease the damage of these combos:

B+1,1,4 - Force Lift - Jump Kick - Force Port - Force Push (40%)

Do so love that, it's my BnB.

Anyway it doesn't affect me too much as I never simply waste a landed force lift with just a push, may as well increase the damage from the hit.
 
I noticed this too... if I combo into Kitana's X-ray, then I get less damage than if I just did the X-ray by itself. And the difference is over 10%...
 
While the scaling system doesn't always make sense I kinda like it that way it forces me to explore all my combo options and in some cases has led me to find juggle possibilities I may not have thought of otherwise (if any of that makes sense) oh and that force port force push thing is actually a reset if y'all didnt notice both are showing the hit total as 2 so the total damage is actually 18% not 10
 
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I get the impression that order of the hit matters; with the first few hits inflicting the highest percentage, while everything the follows up diminishes with each hit. It's a balancing act between using moves that inflict more damage and moves that extend the length of the combo.
 
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