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NOISZ (Game)/Damage and Score

Revision as of 17:08, 2 December 2024 by oldwiki>Deesoff (Minor clarification on lives multiplier)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)


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<ref>https://docs.google.com/spreadsheets/d/1EpvAhV6Rsr6u0pgvziENVAT79SY4cpLezjJLajpb3ro/</ref>.

To begin simply, damage can be summed up as:

<math>D = {\text{round}}({\frac{D_0S}{A}}LC)</math>

Where <math>D</math> represents damage per shot, <math>D_0</math> is base damage (Which is 10), <math>S</math> is style damage multiplier (not style damage - this will be explained below), <math>C</math> represents combo multiplier, <math>A</math> represents armour and <math>L</math> 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 <math>C</math>. This behaves differently inside and outside of Overflow. Outside of Overflow, combo multiplier can be expressed as:

<math>C = 3 + log_3({\text{MAX}}(C,1))</math>

Where <math>log_3({\text{MAX}}(C,1))</math> is the base 3 logarithm of the highest value between either C or 1. Since it's base 3, the combo value <math>C</math> rises to <math>3 + n</math> each time the combo value reaches <math>3^n</math> - at combo 9, <math>C</math> is 5, at combo 27, <math>C</math> is 6, and so on.

In Overflow, the combo multiplier changes, and is instead expressed as:

<math>C = 0.9 + 0.15({\text{MAX}}(C,1))</math>

Where <math>{\text{MAX}}(C,1)</math> compares the values of <math>C</math> and 1, and takes the highest value. (it was supposed to be C^0.8 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 <math>L</math> is capped at 1 for 5 or higher lives, and below 5, decreases down to 0.05 for 0 lives. For Overload difficulty, <math>L</math> 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 <math>L</math> 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 <math>A</math> 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 <math>A_0</math> (which is usually 1 outside of some song specific conditions).

On usual cases, Armour is the base boss armour, which could be expressed as:

<math>A = A_0</math>

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:

<math>A = {\frac{1.55+A_0}{2}}</math>

Effectively creating a new averaged armour value, where <math>A_0</math> is base boss armour. If BPM is 130 or lower, armour is:

<math>A = {\frac{1.05+A_0}{2}}</math>

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 <math>A_0</math>based 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 <math>S</math>, which can be expressed as:

<math>S = S_0(1+D_S)</math>

Where <math>S_0</math> is the style multiplier, and <math>D_S</math> 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, <math>S_0</math> 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, <math>S_0</math> rises to 1.1.

If you are using the Flash Style+, Berserker has an addition; after 8 beats of not shielding. <math>S_0</math> 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, <math>S_0</math> 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 <math>L</math> 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 <math>A</math> 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:

<math>Score = {\text{round}}({\frac{100D_0S}{A}}LC)</math>

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:

<math>Damage = x + 500%*Boss_{HP}</math>

<math>Score = 100x</math>

where <math>x</math> is the damage you've dealt before and during the healing section and <math>Boss_{HP}</math> 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.


References

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