User Tools

Site Tools


omf2097:stats

Stats

/home/omf2097/

Trying out figure out how the stats in the game works numerically. This relates to the built in damage numbers of the .AF files, and what the max hit points are of each character. Also move speed in regards to agility and how this is handled (not frame skips).

  • Power
  • Agility
  • Endurance
  • HAR base damage
  • HAR base health
  • HAR move speed vs agility
  • HAR attack speed vs agility

Pilot Stats

Power

Damage is attacks base value (as determined by each separate attack from the HAR's AF file, example Jaguar 3K is 10), then multiplied by the power value. So in 1 player, a jaguar with a pilot with power 10, should do exactly 10 damage with 3K.

Damage Multipliers

Pilot Power Multiplier
Custom Pilot 0 0.6667
Crystal 5 0.8333
Angel 7 0.9
Milano 7 0.9
Christian 9 0.9667
Jean-Paul 9 0.9667
Ibrahim 10 1.0
Steffan 13 1.1
Cossette 14 1.1333
Raven 14 1.1333
Shirro 20 1.3333

Agility

Agility increases all movement speed of all types, but does not change the speed of actual attack animations.

Agility affects:

  • Move speed back and forth
  • How high you can jump
  • How fast your character will move up and down during a jump
  • The movement part of attacks that moves your bot, like slides, jaguar leaps, etc
  • Idle animations etc?
Further testing has revealed that Agility does not in fact affect “Hit-Push”, so removed that section. Hit-Push looks to be a static distance for all moves.

Agility does not affect:

  • Attack-animation speed, your punches/kicks themselves do not get faster.
  • Does not change which moves that combos into other moves by itself (Animation Canceling).

Velocity/Acceleration Multipliers

PilotAgilityMultiplier
Custom Pilot00.6667
Shirro10.7
Ibrahim10.7
Raven40.8
Christian70.9667
Cossette80.9333
Steffan90.9667
Jean-Paul101.0
Angel101.0
Crystal161.2
Milano201.3333

Each HAR has a own forward and backward movement modifier, which changes the HAR move-speed before agility affects it. As well as jumping speeds and fall rates etc. (I should add those later on, though they don't matter very much)


Endurance

Endurance affects total Hitpoints and Stun capacity.

Total HAR health depends on several factors, and can vary the most among the stats in the game. But the main two sources are the HAR base health value and the endurance stat.

The formula:

Total Health = (0,78 + 0,0315 * Endurance) * Base-Health * Vitality% * Opponents-Power-Setting
  • Endurance : is the pilots Endurance stat, I'll use 7 as an example since that gives the closest to base numbers.
  • Base-Health : This is the base health number for each HAR, I'll use Jaguar as an example which is 200.
  • Vitality% : This is from the Advanced Gameplay Settings, I'll use default which is 100%, which translates to “1” in this formula.
  • Opponents-Power-Setting : This is the Gameplay “Player 1/2 Power” settings, which changes the opponents health and not your own damage (confusing). I'll use the default of 5, which translates to 100%, so a “1” for this formula.

Thus:

200,1 = (0,78 + 0,0315 * 7) * 200 * 1 * 1

Base Health

HAR Base Health
Jaguar 200
Shadow 190
Thorn 210
Pyros 220
Electra 190
Katana 200
Shredder 210
Flail 210
Gargoyle 190
Chronos 200
Nova 230

Pilot Endurance

Pilot Endurance Multiplier
Custom Pilot 0 0.78
Milano 4 0.906
Custom Pilot 7 1.0005
Steffan 8 1.032
Shirro 8 1.032
Cossette 8 1.032
Crystal 9 1.0635
Jean-Paul 11 1.1265
Raven 12 1.158
Angel 13 1.1895
Christian 15 1.2525
Ibrahim 20 1.41

Player Power Setting*

Player 1 Power/Player 2 Power : 5 (0-7)

This setting under Gameplay appears to give player 1 or 2 more power/damage, but actually it gives the opposite player more health. So if Player 1 Power sets his power to lower, it means that Player 2 get more health.

0 1 2 3 4 5 6 7
2.25 2.0 1.75 1.5 1.25 1.0 0.75 0.50

*Approximate values

Vitality%

Advanced Gameplay has an option to adjust the “Vitality”, this changes the amount of health in the entire game. It's a percentage change, can go as high as 400%.


Notes

Random things I got from the OpenOMF crew, that I haven't process or worked on figuring out yet: Found by Kat, confirmed by aokmaniac13

Single Player
Damage = Base Damage * (20 + Power) / 30 + 1
Stun = (Base Damage + 6) * 512

Tournament Mode
Damage = (Base Damage * (25 + Power) / 35 + 1) * (leg or arm power, in some cases both) * armor
Stun = ((Base Damage * (35 + Power) / 45) * 2 + 12) * 256

Stun formula by Insanius/aokmaniak13:

The stun cap is calculated as follows
HAR Endurance * 3.6 * (Pilot Endurance + 16) / 23

Test Tables

Total Damage 7.7 8 8.3 8.7 9 9.3 9.7 10 10.3 10.7 11 11.3 11.7 12 12.3 12.7 13 13.3 13.7 14 14.3
Base Damage 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10
20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20
Power 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

* Rounded to single decimal

omf2097/stats.txt · Last modified: 2025/03/03 00:39 by joneirik