The PVKII Number approximates
Okay so I see that a lot of people want some numbers to which they can hold onto. Thatswhy I gathered some Data. These are mostly Approximates and Incomplete. I will edit the values if you found numbers that are more precise or numbers that have simply been missing.General Info:
Food heals a fixed 65
health points, armor recovers a fixed amount of 60
Combo System:Combos Increase your damage output by 5%
per hit. Not further than the 4x Combo though.1.00*1.05*1.05*1.05~1.158 (5% increase with each hit)
Damage dissipates to 60% Armor 40% Health if Armor is supplied, otherwhise if Armor = 0
then dmg=-HP. DMG dissipation of HP:Armor = 60:40 meaning 100 HP and 100 Armor allows for a Damage intake of 200.
Lets say (HP100 ARM100) you take 100 dmg. Your armor decreases to 40 while your HP decreases to 60 (HP60 ARM40). Another 100 damage will then deplete the armor to 0 for the damage accounting for 40 armor damage (6x/10=40 => x=~67) so of the 67 damage you still get -27 HP (HP33 ARM0), and the last 33 DMG points go entirely on your HP as you don't have any armor anymore.
Armor =/= +HP As you can still die with excess armor i.e. 0HP 50ARM=Death
Health display messages like 'about to be pushing daysies' neglects Armor.Legend
Melee Info: 4 Attack Directions. Damage varies
Where r ist the Ratio and Set to constant ¾ in
PVKII. U1 is the Set first Interval. N is the
Forward & Side Attacks: Have a higher first
Backwards Attack: Has the highest Accuracy and
is therefore likely to get more Hits.
Momentum Dmg multiplyer mutliplies the first
value of the string according to the temporary
Range Info: Don't have attack Directions or Damage Strings. Damage Increases as Distance Increases.
Bullet: Instant Hit
Physical Ranged Object: Objects slope
downwards at distances. Damage Increases as
Distance Increaces (Up to a max damage).