terechgracz wrote:Rip Apart is bugged, or is meant to be weakest move in game.
I've just tested it in spar.
Openings on opponent: 20% everything
Str of attacker: 106
Using this data I should deal: 50 * sqrt(106/10) * (1 - (0.8)^4) = 50 * 3.25 * 0.59 = 95 damage.
I dealt 15 damage. It was during sparing. What's going on? RipApart is weaker than punch.
On this site you can check my calculations:
https://www.desmos.com/calculator/w5gfi0h8anEdit: I did little test, I punched 6 times on fresh combat and dealt 16 damage! More than with RipApart which needed to use Take Aim 6 times...
I think your formula is wrong, you need to then square it for multi color attacks
From Jorb:
If there are multiple openings matching the attack -- many attacks target more than one attack dimension -- the inverse of these are multiplied to determine the product to be squared to determine the final damage. Example: A yellow and blue attack, with a total damage of 50, hits a target with 30% "Reeling", and 50% "Dizzy", that is the yellow and blue openings respectively. The total amount of matching Openings are thus 1 - ((1 - 0.3) * (1 - 0.5)) = 0.65, and the target takes 50 * (0.65 * 0.65) = 21.125 points of damage.
So for your example
50 * sqrt(106/10) * (1-(1-0.2)^4)^2 =
50 * 3.25 * 0.348 = ~56
Also does your target have any armor on? Even small amount like a shield, or a bat cape, etc
EDIT:
For your new tests:
Str = 107
Test 1
95% yellow opening -> 148 damage
Should deal 158
50 * sqrt(107/10) * (1-((1-0.95)*1^3))^2 =
50 * 3.27 * .9025 = ~148
Test 2
Dealt 57
y = 19% g = 19% r=24% b=20% -> should deal 98
50 * sqrt(107/10) * (1-((1-0.19)*(1-0.19)*(1-0.24)*(1-0.20)))^2 =
50 * 3.27 * .362 = ~59 (this is also still likely 57 because of rounding, openings have invisible decimal amounts)