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(Undo revision 246604 by Terrakota"d (talk) this bug still exists in 813) Tag: Undo |
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| [[Hush|Hush (second phase)]] || 6,666 || 160<br/>{{dlc|r}}140 |
| [[Hush|Hush (second phase)]] || 6,666 || 160<br/>{{dlc|r}}140 |
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+ | | [[Ultra Greed]] || 3,500 || 85 <br/> {{dlc|r}}85-170<ref>{{bug|dlc=r| Starts at 85 and then increases to 170 permanently after entering a "defensive" animation, such as the eye spin animation. This happens shortly after the fight starts. }}</ref> |
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− | | [[Ultra Greed]] || 3,500 || 85 |
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| [[Ultra Greedier]] || 2,500 || 85 <br/>{{dlc|r}}60 |
| [[Ultra Greedier]] || 2,500 || 85 <br/>{{dlc|r}}60 |
Revision as of 21:55, 13 May 2021
Damage scaling is a mechanic introduced in The Binding of Isaac: Afterbirth to provide a more challenging experience to the players, enabling some enemies to retaliate against high damage attacks by deploying an "armor" of a sort. The more damage dealt to such an enemy in a short period of time, the more it gets reduced, offering an approach to keep the fight challenging and the difficulty high.
Overview
The armor is based on 4 different criteria: how much base HP the entity has, how much damage it has taken in the last 4 seconds (120 game logic frames), how effective its armor is (every entity has its unique value) and how deployed said armor is (from 0 to 120).
Every entity in the game is predisposed to make use of this mechanic: in fact, every entity sports an "armor deployment status" counter and an "armor value" field, but few entities actually use it.
How damage scaling works
When an "armor enabled" entity spawns, it'll increase its "armor deployment" each game logic frame going from 0 (no armor) to 120 (fully deployed), and use this value to compute a static degree of damage reduction. The entity keeps track of how much unmodified damage it has taken in the past 4 seconds, which combined with the static degree, the entity's HP and armor effectiveness results in a multiplier to the actual damage dealt.
Overall the formula results in slow, high-powered attacks being less effective than rapid, lower damage ones; the more damage sources put to work, the faster the entity's HP will go down, regardless of the raw amount of damage.
Entities and Their Armor Values
The game enables the armor for the following entities, one of which is only partial:
Entity | HP | Armor |
---|---|---|
Hush (first phase) | 1,000 | 20 |
Hush (second phase) | 6,666 | 160 140 |
Ultra Greed | 3,500 | 85 85-170[1] |
Ultra Greedier | 2,500 | 85 60 |
Delirium | 10,000 | (see below) |
Mega Satan | 5,000 | 90 |
Mega Satan's hands | 600 | 15 |
Mother | 4,222 | 90 |
Dogma | 2,400 | 30 |
Ultra Famine | 2,000 | 30 |
Ultra Pestilence | 1,800 | 30 |
Ultra War | 2,000 | 30 |
Ultra Death | 2,000 | 30 |
The Beast | 10,000 | 60 |
Gutted Fatty | 80 | 12 |
Level 2 Gaper | 40 | 5 |
Level 2 Horf | 20 | 2.5 |
Level 2 Gusher | 20 | 2.5 |
Level 2 Charger | 40 | 2.5 |
Elleech | 60 | 5 |
Shady | 80 | 12 |
Tainted Pooter | 75 | 30 |
Tainted Mulligan | 120 | 30 |
Tainted Boom Fly | 20 | 10 |
Tainted Hopper | 80 | 30 |
Tainted Spitty | 60 | 30 |
Tainted Round Worm | 100 | 12 |
Tainted Tube Worm | 120 | 30 |
Tainted Sucker | 14 | 10 |
Tainted Soy Creep | 50 | 4 |
Tainted Sub Horf | 50 | 8 |
Tainted Faceless | 100 | 20 |
Tainted Mole | 80 | 10 |
Blood Puppy | 20 / 50 | 30 |
Notes
- Delirium only has armor while assuming the form of random bosses. Its armor will start from 0 and increase with every damage taken while in "minion form" - once taking the shape of its true form, it won't have any. Its armor only protects its alternate forms.
- The armor is always actively updated, not only when the entity is taking damage. This makes it possible for the reduction multiplier to actually go above 1.0 after a period of not being hit, making the first attack after such a pause deal more damage than would be done without armor.
- It is possible to apply the armor effect to any entity using cheating/modding tools.
Trivia
- Despite the armor attempting to balance damage dealt and keep fights challenging, it's very possible to overwhelm the mechanic and destroy even strong armored enemies like Hush.
- Midas' Touch will lessen Ultra Greed's armor effectiveness by 25%.
The Binding of Isaac: Rebirth |
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Bug! Starts at 85 and then increases to 170 permanently after entering a "defensive" animation, such as the eye spin animation. This happens shortly after the fight starts.