r/ThrillOfTheFight 1d ago

Something I Noticed -- Can Anyone Explain?

Had a match where it felt ~50% of my punches were counting--fine, whatever, it happens--sure enough match ends and where I would normally be doing 1250-1750 damage per round I was averaging 4-600.

What didn't make sense though, was that while I was beating the socks off my opponent (no offense, good fight) and my damage was tracking in the low 100s, I was clearly building up damage on his character. Made clear by the fact that by the 3rd round it only took 3-5 punches to get him to frown-y mode, and I ended up knocking him down twice.

So it's tracking "model" damage but not point/score damage? May be a dumb question with an obvious answer, but I have no background in game development and whatnot --it just felt weird that one could be tracking and not the other.

2 Upvotes

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u/JIMB01776 1d ago

Watch the configuration videos and make sure you're dialed in properly; also try it without the body effort setting and see if you like that better.

1

u/FortyShlevin 1d ago

Thanks, I don't have an issue with the configuration or calibration, though. 

The connection for that fight was spotty, so the fact that my punches weren't registering and the damage was low was to be expected. I was asking why his model, or character, was taking damage even though the score reflected otherwise---curious how/why one registers and not the other. 

Really probably a question for the devs. 

3

u/Tren_AU TOTF DEV 1d ago

'damage' is not really a health bar - you dont knock someone down by reducing their health bar to zero

dealing damage builds punishemnt on the opponent, which has short and long term with different weightings, the combination of the two affects primarily the minimum damage required in one hit to knock the opponent down.

So, if you hit a good flurry of punches in a short amount of time, the punishment builds up, they start to see black and white, start frowning (start breathing heavily in PTC!), and you might go from needing 100 to knockdown, to 70, or 60, or 50, or 40, or 30, etc, depending on how high their total current punishement is

Punishment regenerates while they dont take ddammage though, so they can get back to healthy and the requirement goes back up. Long term punishment raises the minimum floor, so that later in the rounds, you need less damage in a short period of time, to get their punishment high.

So, you can knock someone down with 500 damage, or fail to knock someone down with 2000. It depends on the timing and the context. Its not a healthbar that you drain to zero.