As most people are already doing stuff like figuring out defense, resistances, and monster health (cough Zeddy cough) I thought I'd work on something that I don't think anyone else is doing: Monster Damage. It's shown to be relatively simple from the tests that I'm doing (starting at Tier 1) but I might encounter complexities later on with split damages and advanced rules in later tiers.
If you have a Drake Scale Set or a Divine Set, you can help me out. Either of these can be used to test damage values in tier 1, the former can be used to test Undead and Fiend monster damages in tier 2 and 3, and the Divine Set can be used to test Beast and Slime damages in tier 2 and 3.
From what I've observed, Strata 1 monsters don't suffer any damage penalty for having a status attached to their attacks, and Strata 5 "pure specialized" attacks still may deal partial normal. (but I'll need to look into that further)
I haven't got a google doc for this yet (will be writing up one tomorrow if I can figure out how the darned thing works ^_^) but I'll post what little results I have here anyway.
On Depth 1
Damage distribution is categorized into groups: 70%, 90%, 100%, 125%, 150%.
Minor attacks deal 70% (14 on depth 1)
Ranged attacks deal 90% (18 on depth 1)
Melee attacks deal 100% (20 on depth 1)
Elite attacks deal 125% (25 on depth 1)
Heavy attacks deal 150% (30 on depth 1)
So far my current results for each family:
Gun Puppy: 90%
Rocket Puppy: ?
Mecha Knight (Basic): 100%
Mecha Knight (Charge): 100%
Mecha Knight (Bullet): ?
Mecha Knight (Bomb): ?
Scuttlebot: 90%
Lumber: 150%
Retrode (Swipe): ?
Retrode (Beam): ?
Thwacker (Basic1): 100%
Thwacker (Basic2): ?
Thwacker (Ranged): ?
Thwacker (Spin): ?
Knocker (Basic): 100%
Knocker (Charge): ?
Demo: ?
Wolver: ?
Wolver (Boosted): ?
Alpha Wolver: 125%
Jelly Cube (Basic): 100%
Jelly Cube (Spire): ?
Ice Cube (frozen): 125%
Ice Cube (melted): ?
Toxigel (Basic): 100%
Toxigel (Shoot): ?
Quicksilver: ?
Quicksilver (Charge): ?
Lichen: ?
Lichen Colony (Basic): ?
Lichen Colony (Shoot): ?
Giant Lichen Colony (Basic): ?
Giant Lichen Colony (Shoot): ?
Giant Lichen Colony (Thorns): ?
Polyp: 90%
Howlitzer (Shoot): 90%
Howlitzer (Kamikaze): 125%
Zombie (Swipe): 100%
Zombie (Leap): 70%
Spookat (Bite): 90%
Spookat (Shoot): 70%
Devilite: 90%
Overtimer (Melee): 125%
Overtimer (Ranged): 125%
Greaver (wing): 100%
Greaver (bullet): ?
Trojan (Slam): 150%
Trojan (Slam, Boosted): 250%
Trojan (Dash): 125%
Trojan (Dash, Boosted): 190%
Trojan (Boost): ?
Blast Box: 125%
Shankle: 100%
Spikes: 90%
Grimalkins: 150%
Mini Creep Cake: 70%
Shufflebot: 70%
I'm trying to figure out how much damage respawning blocks deal. I got smacked by one for 50 damage in a Candlestick Keep (it was one of those onese that respawn after 4 seconds) and that didn't seem right, so I'm thinking that the damage a respawning block causes might be inversely proportionate to how quickly it respawns.
You can determine how much damage you take from a certain attack by getting hit by it and counting how much percentage of your maximum health you lose. Getting hit by the same attack multiple times in a row and recording each percentage decrease will further increase the accuracy of the results. Submit the string of numbers here if you don't want to do the math yourself. If you do want to do the math, you find the average percentage that you got hit by (don't worry if it's a decimal) and multiply it by your maximum health (in bars) x 40.
For this method, it's better to start at 100% health, but it isn't entirely necessary.
Zeddy said that I could probably use the pixels of the health bar to determine how much health is lost from each attack but I'll have to look into that. If you want to send me screenshots of your health before and after attacks instead of recording percentage drops, that'll be useful too.
Great. Please keep the data coming. In particular, damage at depth 19 or depth 24 is probably more relevant to your audience, than damage at depth 1.