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<div align="center"> | <div align="center"> | ||
< | <b><i>D</i> = </b>round<b>([100 × D<sub>0</sub> × S × L × C]/A</b>) | ||
</div> | </div> | ||
Where < | Where <i><b>D</b></i> represents damage per shot, <i><b>D<sub>0</sub></b></i> is base damage (Which is 10), <b>S</b> is style damage multiplier (not style damage - this will be explained below), <b>C</b> represents combo multiplier, <b>A</b> represents armour and <b>L</b> represents life multiplier, dependent on number of lives left. | ||
==Combo== | ==Combo== | ||
The higher the player's [[NOISZ (Game)/Gameplay#Combo|combo]], the more damage will be dealt via the combo multiplier < | The higher the player's [[NOISZ (Game)/Gameplay#Combo|combo]], the more damage will be dealt via the combo multiplier <b>C</b>. This behaves differently inside and outside of [[NOISZ (Game)/Gameplay#Songs|Overflow]]. Outside of Overflow, combo multiplier can be expressed as: | ||
<div align="center"> | <div align="center"> | ||
< | <b>C = 3 + </b>log<sub>3</sub> × max<b>(C,1)</b> | ||
</div> | </div> | ||
Where < | Where log<sub>3</sub>max<b>(C,1)</b> is the base 3 logarithm of the highest value between either C or 1. Since it's base 3, the combo value <b>C</b> rises to <b>3 + n</b> each time the combo value reaches <b>3<sup>n</sup></b> - at combo 9, <b>C</b> is 5, at combo 27, <b>C</b> is 6, and so on. | ||
In Overflow, the combo multiplier changes, and is instead expressed as: | In Overflow, the combo multiplier changes, and is instead expressed as: | ||
<div align="center"> | <div align="center"> | ||
< | <b>C = 0.9 + 0.15</b>(max<b>(C,1)</b>) | ||
</div> | </div> | ||
Where < | Where <b>max(C,1)</b> compares the values of <b>C</b> and 1, and takes the highest value. (it was supposed to be <b>C<sup>0.8</sup></b> in the code, but due to that symbol representing the xor function and GameMaker truncating numbers before putting into XOR, that part can be ignored) | ||
==Lives== | ==Lives== | ||
Damage dealt is dependent on lives remaining in all cases outside of [[NOISZ (Game)/Gameplay#Overload|Overload]] difficulty; the less lives you have, the less damage you will deal in almost all cases. The lives multiplier < | Damage dealt is dependent on lives remaining in all cases outside of [[NOISZ (Game)/Gameplay#Overload|Overload]] difficulty; the less lives you have, the less damage you will deal in almost all cases. The lives multiplier <b>L</b> is capped at 1 for 5 or higher lives, and below 5, decreases down to 0.05 for 0 lives. For Overload difficulty, <b>L</b> is always 1. For styles/modules that start with more or less than 5 lives the multiplier when at the maximum number of lives will be 1 and anything below that will be the same as if they started with 5. | ||
By default, the lives multiplier < | By default, the lives multiplier <b>L</b> is dependent on number of lives as follows: | ||
<div align="center"> | <div align="center"> | ||
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==Armour== | ==Armour== | ||
Armour, defined as < | Armour, defined as <b>A</b> for the sake of calculation, determines how resistant the boss for a song is to shots; the higher the armour value, the lower the final received shot damage will be, and vice versa. Outside of special cases, Armour is dependent solely on base boss armour <b>A<sub>0</sub></b> (which is usually 1 outside of some song specific conditions). | ||
On usual cases, Armour is the base boss armour, which could be expressed as: | On usual cases, Armour is the base boss armour, which could be expressed as: | ||
<div align="center"> | <div align="center"> | ||
< | <b>A = A<sub>0</sub></b> | ||
</div> | </div> | ||
If you are using either [[NOISZ (Game)/Styles#Mega|Mega]] style or [[NOISZ (Game)/Modules#Core|Core]] module, Boss armour also partly depends on song BPM. For higher BPM songs, armour is slightly higher than that of lower BPM songs. If the BPM of a song is higher than 130, armour can be expressed as: | If you are using either [[NOISZ (Game)/Styles#Mega|Mega]] style or [[NOISZ (Game)/Modules#Core|Core]] module, Boss armour also partly depends on song BPM. For higher BPM songs, armour is slightly higher than that of lower BPM songs. If the BPM of a song is higher than 130, armour can be expressed as: | ||
<div align="center"> | <div align="center"> | ||
< | <b>A = (1.55 + A<sub>0</sub>)/2</b> | ||
</div> | </div> | ||
Effectively creating a new averaged armour value, where < | Effectively creating a new averaged armour value, where <b>A<sub>0</sub></b> is base boss armour. If BPM is 130 or lower, armour is: | ||
<div align="center"> | <div align="center"> | ||
< | <b>A = (1.05 + A<sub>0</sub>)/2</b> | ||
</div> | </div> | ||
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=== Song-Specific Conditions=== | === Song-Specific Conditions=== | ||
Some songs vary boss armour < | Some songs vary boss armour <b>A<sub>0</sub></b>based on certain conditions; this list is currently incomplete, but currently listed exceptions are: | ||
{| class="article-table" style="width:100%" | {| class="article-table" style="width:100%" | ||
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==Styles and Modules== | ==Styles and Modules== | ||
Styles and modules can affect damage output; namely, the skills those modules/skills have. There can be exceptions where skills can affect more than style damage, though for the most part their damage calculations are contained within the style damage multiplier < | Styles and modules can affect damage output; namely, the skills those modules/skills have. There can be exceptions where skills can affect more than style damage, though for the most part their damage calculations are contained within the style damage multiplier <b>S</b>, which can be expressed as: | ||
<div align="center"> | <div align="center"> | ||
< | <b>S = S<sub>0</sub>(1+D<sub>S</sub>)</b> | ||
</div> | </div> | ||
Where < | Where <b>S<sub>0</sub></b> is the style multiplier, and <b>D<sub>S</sub></b> is the style damage bonus. | ||
===Polarity Shift=== | ===Polarity Shift=== | ||
Polarity Shift is Skill C on the [[NOISZ_(Game)/Modules#Polar|Polar]] module, which is unlocked by default; the skill description states that after shielding, the next shot deals 1.15x damage and has 15% larger timing window. Therefore, if the player is using the Polar module, < | Polarity Shift is Skill C on the [[NOISZ_(Game)/Modules#Polar|Polar]] module, which is unlocked by default; the skill description states that after shielding, the next shot deals 1.15x damage and has 15% larger timing window. Therefore, if the player is using the Polar module, <b>S<sub>0</sub></b> is increased to 1.15 for one beat after shielding, and then back down to 1 on the beat afterwards. | ||
===Berserker=== | ===Berserker=== | ||
Berserker is Skill C on the [[NOISZ_re:VERSE/Modules#Flash|Flash]] module, which can be obtained by clearing [[NOISZ_re:VERSE/Courses|Course RED]] or higher in [[NOISZ re:VERSE|<nowiki>NOISZ re:||VERSE</nowiki>]]. The skill description states that if you haven't shielded in the last 4 beats, shots deal 1.1x damage; therefore, if the player is using the Flash module and hasn't shielded in 4 or more beats, < | Berserker is Skill C on the [[NOISZ_re:VERSE/Modules#Flash|Flash]] module, which can be obtained by clearing [[NOISZ_re:VERSE/Courses|Course RED]] or higher in [[NOISZ re:VERSE|<nowiki>NOISZ re:||VERSE</nowiki>]]. The skill description states that if you haven't shielded in the last 4 beats, shots deal 1.1x damage; therefore, if the player is using the Flash module and hasn't shielded in 4 or more beats, <b>S<sub>0</sub></b> rises to 1.1. | ||
If you are using the [[NOISZ_re:VERSE/Styles#Flash_Style+|Flash Style+]], Berserker has an addition; after 8 beats of not shielding. < | If you are using the [[NOISZ_re:VERSE/Styles#Flash_Style+|Flash Style+]], Berserker has an addition; after 8 beats of not shielding. <b>S<sub>0</sub></b> rises to 1.35. | ||
===Blue Counter=== | ===Blue Counter=== | ||
When absorbing a blue bullet while [[NOISZ_re:VERSE/Modules#Vengeance|Vengeance]] module is equipped, it you will fire a weak shot that deals 20% of the normal damage, in this case, < | When absorbing a blue bullet while [[NOISZ_re:VERSE/Modules#Vengeance|Vengeance]] module is equipped, it you will fire a weak shot that deals 20% of the normal damage, in this case, <b>S<sub>0</sub></b> becomes 0.2. | ||
Note that the weak shot only does 2 ticks of damage instead of the normal 4, so the shot deals 0.1 times the damage of a normal shot. | Note that the weak shot only does 2 ticks of damage instead of the normal 4, so the shot deals 0.1 times the damage of a normal shot. | ||
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===Desperation=== | ===Desperation=== | ||
Desperation is Skill B on the [[NOISZ (Game)/Styles#Blaster|Blaster]] style, which is unlocked by default; its description states there is no damage penalty when at 1 life. Therefore, if the player is using the Blaster style at 1 life, the life multiplier < | Desperation is Skill B on the [[NOISZ (Game)/Styles#Blaster|Blaster]] style, which is unlocked by default; its description states there is no damage penalty when at 1 life. Therefore, if the player is using the Blaster style at 1 life, the life multiplier <b>L</b> is 1. | ||
===Red Shift=== | ===Red Shift=== | ||
Red Shift is Skill B on the [[NOISZ (Game)/Styles#Mega|Mega]] style, which can be obtained by purchasing either the DLC packs or [[NOISZ re:VERSE|<nowiki>NOISZ re:||VERSE</nowiki>]]; Red Shift also applies if you have the [[NOISZ (Game)/Modules#Core|Core]] module; if you are using this style or module, the armour value < | Red Shift is Skill B on the [[NOISZ (Game)/Styles#Mega|Mega]] style, which can be obtained by purchasing either the DLC packs or [[NOISZ re:VERSE|<nowiki>NOISZ re:||VERSE</nowiki>]]; Red Shift also applies if you have the [[NOISZ (Game)/Modules#Core|Core]] module; if you are using this style or module, the armour value <b>A</b> gains its BPM dependence. | ||
==Score== | ==Score== | ||
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The formula for scoring is the same as the formula for damage, only multiplied by 100 before rounding, which can be represented as follows: | The formula for scoring is the same as the formula for damage, only multiplied by 100 before rounding, which can be represented as follows: | ||
<div align="center"> | <div align="center"> | ||
< | <b>Score = </b>round<b>([100 × D<sub>0</sub> × S × L × C]/2)</b> | ||
</div> | </div> | ||
See above for the explanation of the variables. | See above for the explanation of the variables. | ||
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In re:||BIRTH and re:||VERSE, the final laser deals damage and gains score according to the formula below: | In re:||BIRTH and re:||VERSE, the final laser deals damage and gains score according to the formula below: | ||
<div align="center"> | <div align="center"> | ||
< | <b>Damage = x + 500% × HP<sub>boss</sub></b> | ||
</div> | </div> | ||
<div align="center"> | <div align="center"> | ||
< | <b>Score = 100<i>x</i></b> | ||
</div> | </div> | ||
where < | where <i>x</i> is the damage you've dealt before and during the healing section and <b>HP<sub>boss</sub></b> is the Boss's HP. | ||
===Slash Notes=== | ===Slash Notes=== |
Revision as of 06:25, 4 June 2025
Damage dealt per shot in NOISZ is dependent on a number of factors: combo, number of lives left, boss armour, and certain styles and songs can bring even more factors into the equation, such as song BPM, the time in beats since the player last shielded, and the time since the start of the song. This page will summarise the formulae defining these concepts[1].
To begin simply, damage can be summed up as:
D = round([100 × D0 × S × L × C]/A)
Where D represents damage per shot, D0 is base damage (Which is 10), S is style damage multiplier (not style damage - this will be explained below), C represents combo multiplier, A represents armour and L represents life multiplier, dependent on number of lives left.
Combo
The higher the player's combo, the more damage will be dealt via the combo multiplier C. This behaves differently inside and outside of Overflow. Outside of Overflow, combo multiplier can be expressed as:
C = 3 + log3 × max(C,1)
Where log3max(C,1) is the base 3 logarithm of the highest value between either C or 1. Since it's base 3, the combo value C rises to 3 + n each time the combo value reaches 3n - at combo 9, C is 5, at combo 27, C is 6, and so on.
In Overflow, the combo multiplier changes, and is instead expressed as:
C = 0.9 + 0.15(max(C,1))
Where max(C,1) compares the values of C and 1, and takes the highest value. (it was supposed to be C0.8 in the code, but due to that symbol representing the xor function and GameMaker truncating numbers before putting into XOR, that part can be ignored)
Lives
Damage dealt is dependent on lives remaining in all cases outside of Overload difficulty; the less lives you have, the less damage you will deal in almost all cases. The lives multiplier L is capped at 1 for 5 or higher lives, and below 5, decreases down to 0.05 for 0 lives. For Overload difficulty, L is always 1. For styles/modules that start with more or less than 5 lives the multiplier when at the maximum number of lives will be 1 and anything below that will be the same as if they started with 5.
By default, the lives multiplier L is dependent on number of lives as follows:
Lives | Lives Multiplier |
---|---|
5 | 0.99 |
4 | 0.95 |
3 | 0.9 |
2 | 0.8 |
1 | 0.67 |
0 | 0.05 |
Song-Specific Conditions
Song | Property | Lives Multiplier |
---|---|---|
re:||BIRTH | 1 life left | 1.25 |
Armour
Armour, defined as A for the sake of calculation, determines how resistant the boss for a song is to shots; the higher the armour value, the lower the final received shot damage will be, and vice versa. Outside of special cases, Armour is dependent solely on base boss armour A0 (which is usually 1 outside of some song specific conditions).
On usual cases, Armour is the base boss armour, which could be expressed as:
A = A0
If you are using either Mega style or Core module, Boss armour also partly depends on song BPM. For higher BPM songs, armour is slightly higher than that of lower BPM songs. If the BPM of a song is higher than 130, armour can be expressed as:
A = (1.55 + A0)/2
Effectively creating a new averaged armour value, where A0 is base boss armour. If BPM is 130 or lower, armour is:
A = (1.05 + A0)/2
Creating a slightly lower average for boss armour; this is as in a song with lower BPM, there will generally be fewer beats and thus fewer opportunities to shoot, so lower armour for lower BPM songs, resulting in slightly higher damage dealt per shot, will offset this.
Song-Specific Conditions
Some songs vary boss armour A0based on certain conditions; this list is currently incomplete, but currently listed exceptions are:
Song | Property | Armour |
---|---|---|
Default | 1 | |
Beyond The NOISZ | In blue zone | 0.5 |
Beyond The NOISZ | In blue zone, Overflow | 0.25 |
Beyond The NOISZ | Not in blue zone | 0.75 |
Girl Embracing the Dark for Light 2 | Overflow | 0.45 |
Inferno Force | Overload | 0.8 |
Insomnia | Hard or Above, Beats 192-384, 512+ | 0.66 |
Not The Last | Overflow | 0.8 |
Need It | Pre-Overflow | 0.95 (might need more testing) |
Styles and Modules
Styles and modules can affect damage output; namely, the skills those modules/skills have. There can be exceptions where skills can affect more than style damage, though for the most part their damage calculations are contained within the style damage multiplier S, which can be expressed as:
S = S0(1+DS)
Where S0 is the style multiplier, and DS is the style damage bonus.
Polarity Shift
Polarity Shift is Skill C on the Polar module, which is unlocked by default; the skill description states that after shielding, the next shot deals 1.15x damage and has 15% larger timing window. Therefore, if the player is using the Polar module, S0 is increased to 1.15 for one beat after shielding, and then back down to 1 on the beat afterwards.
Berserker
Berserker is Skill C on the Flash module, which can be obtained by clearing Course RED or higher in NOISZ re:||VERSE. The skill description states that if you haven't shielded in the last 4 beats, shots deal 1.1x damage; therefore, if the player is using the Flash module and hasn't shielded in 4 or more beats, S0 rises to 1.1.
If you are using the Flash Style+, Berserker has an addition; after 8 beats of not shielding. S0 rises to 1.35.
Blue Counter
When absorbing a blue bullet while Vengeance module is equipped, it you will fire a weak shot that deals 20% of the normal damage, in this case, S0 becomes 0.2.
Note that the weak shot only does 2 ticks of damage instead of the normal 4, so the shot deals 0.1 times the damage of a normal shot.
Desperation
Desperation is Skill B on the Blaster style, which is unlocked by default; its description states there is no damage penalty when at 1 life. Therefore, if the player is using the Blaster style at 1 life, the life multiplier L is 1.
Red Shift
Red Shift is Skill B on the Mega style, which can be obtained by purchasing either the DLC packs or NOISZ re:||VERSE; Red Shift also applies if you have the Core module; if you are using this style or module, the armour value A gains its BPM dependence.
Score
The formula for scoring is the same as the formula for damage, only multiplied by 100 before rounding, which can be represented as follows:
Score = round([100 × D0 × S × L × C]/2)
See above for the explanation of the variables.
Other sources of Damage
There are song specific events that will reduce the enemy's HP, but do no contribution to score. Note that there are spoilers in this section.
Deadline Zones
The Deadline Zones in Kill The Deadline ,D.S. al fine and I Thought You Should Know will deal damage based on if you're in Overflow, the duration of the deadline and if you are at 0 lives.
Length | Not Overflow | Overflow | At 0 Lives (Does not matter if Overflow or Not) |
---|---|---|---|
4 Beats | 2% | 4% | 0.5% |
8 Beats | 6% | 12% | 1.5% |
16 Beats | 16% | 32% | 4% |
32 Beats | 300% | 600% | 75% |
Tengu
In Tengu, during the start of verse 2 and 3, if you grace any type of bullet with your NOISZ (absorbed bullets don't count), you will gain 1 combo and deal 0.025% Damage.
This damage does not matter if you're at 0 Lives or not.
Girl Embracing the Dark for Light 2
In Girl Embracing the Dark for Light 2, if you destroy a UFO's purified form dog, you will deal 1.5% damage. If you hit a UFO or a mini rhino, you will deal 1.25% damage per shot.
These damage does not matter if you're at 0 Lives or not.
re:BIRTH and re:VERSE
In re:||BIRTH and re:||VERSE, the final laser deals damage and gains score according to the formula below:
Damage = x + 500% × HPboss
Score = 100x
where x is the damage you've dealt before and during the healing section and HPboss is the Boss's HP.
Slash Notes
Slash Notes in NOISZ episode G when hit, will deal 2.5% damage to the enemy.
This damage does not matter if you're at 0 Lives or not.