**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Guillotine 2099's SP3 Deals 77 BILLION DAMAGE??
Da_Panda_Simp_69
Posts: 6 ★
Well, I was just using my 3* Guillotine 2099 for fun. I had Beta Opt In already on in the settings. When I finished the match using an SP3 to ramp her up while the opponent was at 5% health(guaranteed kill), Her SP3 damage was 77 Billion. The highest damage ever seen in this game is somewhat like 2 billion, as seen in the biggest hit. This is something I was really surprised to see.
34
Comments
Basically, all the times you killed winter soldier wrapped into one single execution
Something to do with her sp3 damage being nearly unlimited
So I'm assuming for a guaranteed kill, instead of putting in the code to kill the opponent, they've written it so that the maximum possible damage is done, so there's no way anyone survives it. In other words, I presume that instead of writing code that analyses the opponents health, and then does the required damage, they just put in code that says if the opponent's health is less than 5% Guillotine 99 does an incredibly large amount of damage, and since it's the max number, no health pool can be great.
Can't think of an explanation for the total damage tho. Maybe a cumulative of some sort.
As mentioned, it is a 4-byte signed value (32-bits, your calculator can do (2) (x/y) (32) to see it. And then is only half of 4 billion because +/- signed value usage.
The FINISHING BLOWS entry on left side of new screen might be using a larger storage variable (8-byte) to show a larger value, which might be the actual full value of such a G2099 (and doesn’t Proxima have a large potential one as well ?), so can display the REAL, FULL VALUE. Of which then gets truncated down to 4-bytes when displayed in-fight or on that “biggest hit” field on right side here.
Against a 5* Beast I practiced against (whose total HP according to my bio of him is 6712), it did 485,384,480 as the biggest hit with him at 3%
and 1,195,361,408 as the biggest hit with Beast at 6% when the SP3 started
and did 58,966,540 to a 1* Iron Man
Since sp3 is guaranteed K.O if below 5%, The sp3 does the max amount of damage that the game can calculate, that is the 32 bit integer.
Is it worth trying out?
If you wanna go through… https://docs.microsoft.com/en-us/cpp/cpp/integer-limits?view=msvc-160
You’ll see the same number under INT_MAX
Once upon a time I played MMOs, and in one MMO there was a building on a map that could explode, killing any nearby players. It was a guaranteed kill: no one ever survived this. But no one ever really thought about how the explosion was killing players. One day, we players discovered the building was landing gigantic damage numbers on the player, hundreds of thousands of points of damage or more. This seemed excessive, but we thought maybe someone just put a Really Big Number in there to ensure the kill.
However, a group of us eventually figured out what was happening. It was a bug. The original designer's intent was to make sure we would all die by making the explosion deal our own health bar in damage to us. In other words, if your max health was 1000, the explosion would deal 1000. Except there were ways that wouldn't work, certain protections that would prevent an insta-kill in the game that could stop this from working. So the designer made the explosion deal three separate ticks of damage, all equal to 1.0 x MaxHealth.
Here's the bug, and this comes back around to MCOC. In both that game and this game, there's an equivalent stat that is basically Attack. Attack is how much damage you deal with your attacks. If it is higher, your damage is higher. The way this generally works is that most damaging effects have a value I'll call Damage Scale. Light attacks in MCOC deal 0.25 damage scale. This is multiplied by your attack rating to get the actual damage of that attack. All champions have the same light attack damage - 0.25 scale. But it lands for more or less based on your attack. We say these attacks Scale with attack.
But some damage doesn't scale. It deals, say, 100 points of damage period. If your attack goes up, this damage doesn't go up. These damage ticks don't scale. Whether a damage effect scales or not is determined by a flag set by the designer.
The explosion bug was the damage was flagged to scale, so the explosion didn't do 1.0 x MaxHealth, it actually did 1.0 x (AttackStrength) x MaxHealth. So in that case, the explosion wasn't doing 1.0 x PlayerHealth, it was actually doing 107 x PlayerHealth, three times, so the players were seeing about 300 times their own health pool in blast damage, which seemed ridiculous. But since the goal was to kill the player, no one ever bothered to fix the bug.
It is possible we're seeing something similar happen here. G2099's SP3 is supposed to kill the target if it is below 5% health. So there's some logic built into the ability that says if OppHealth > 5% then deal X damage, else if OppHealth <= 5% then kill it. Except the simplest way to implement "kill it" might be to just emit a ton of damage. How much would you need to guarantee a kill? It might be resisted, G2099 might have weakness. You might have a race condition where the target heals a huge amount of their health bar after you calculate the damage but before you apply it. To be safe you should scale the damage with the opponent's health, and you should make it a lot higher than that, at least 100 times higher (to account for at least -90% weakness and 90% resistances). My guess is G2099's SP3 says if OppHealth <= 5% then deal BigNum x OppHealth in damage. And on top of that, BigNum might be scaling with G2099's attack, making the total damage a massive overkill of Attack x BigNum x OppHealth or ReallyBigNum x OppHealth.
And that might be why you're seeing these gigantic SP3 damage values, and why they seem to be scaling with the opponent you use it on. It was supposed to be big to guarantee a kill. It scales with opponent health as part of the mechanism to ensure it always did enough damage, even if you were fighting something with a gigantic health pool. And it might be doing huge overkill because the damage is scaling with attack unnecessarily, but as the goal is to kill the opponent overkill is not a problem, it might even be extra safety factor, so either someone did it deliberately or they did it accidentally and then shrugged and said "eh, better yet."