History Main / DeathofaThousandCuts

28th Jul '16 4:26:57 AM Onomateopoetic
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* In ''VideoGame/MassEffect2'' on Haestrom, Kal'Reegar mentions that standard procedure for fighting a geth colossus is to "kill it with bug bites".

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* This is one of the core mechanics of ''Franchise/{{MassEffect}}''. Shields, which many, if not most enemies have at least a bit of, reduces each pellet of damage by a set procentage. This makes weapons like Sniper Rifles and Heavy Pistol less effecient against Shields, but fast-shooting weapons generally just ignore this percentage through volume of fire.
**
In ''VideoGame/MassEffect2'' on Haestrom, Kal'Reegar mentions that standard procedure for fighting a geth colossus is to "kill it with bug bites".


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* D.Va from ''VideoGame/{{Overwatch}}'' uses a MiniMecha with a weapon that does, at best, 5 damage per pellet, and that's at point blank range... Good thing that those weapons are ''twin fully-automatic gatling shotguns with infinite ammo.''
** [[ChildPopstar D.Va]] and [[CombatMedic Mercy's]] backup pistol looks meager and weak, but they have no damage fall-off and are 100% accurate, so even dedicated damage dealers can die from not taking them seriously.
** Winston is the epitome of this concept. His Tesla Cannon does meager damage out the bat, but it's constant and doesn't need to be aimed, so if you manage to stay around for long enough, most smaller heroes will break down under the cuts.
24th Jul '16 11:04:36 AM nombretomado
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** American football is the same way, with knees and shoulders among the first to go. Recent research has shown that the constant blows to the helmeted head very often leads to [[https://en.wikipedia.org/wiki/Chronic_traumatic_encephalopathy chronic traumatic encephalopathy]], which has led to a number of mental breakdowns in both football and [[ChrisBenoit wrestling]].

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** American football is the same way, with knees and shoulders among the first to go. Recent research has shown that the constant blows to the helmeted head very often leads to [[https://en.wikipedia.org/wiki/Chronic_traumatic_encephalopathy chronic traumatic encephalopathy]], which has led to a number of mental breakdowns in both football and [[ChrisBenoit [[Wrestling/ChrisBenoit wrestling]].
22nd Jul '16 11:01:15 PM nombretomado
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** In a later Relic game, ''CompanyOfHeroes'', this is completely averted in the case of actual tanks. While rifles may indeed do light damage to armored cars or scout vehicles, they will do NOTHING to a tank, even attacking their weaker rear armor. Strangely, this doesn't carry entirely over to the critical hit table: infantry dealing enough [[MoreDakka dakka]] to the back of armored vehicles may eventually deal engine damage, even if the vehicle's HP is full.

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** In a later Relic game, ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', this is completely averted in the case of actual tanks. While rifles may indeed do light damage to armored cars or scout vehicles, they will do NOTHING to a tank, even attacking their weaker rear armor. Strangely, this doesn't carry entirely over to the critical hit table: infantry dealing enough [[MoreDakka dakka]] to the back of armored vehicles may eventually deal engine damage, even if the vehicle's HP is full.
12th Jul '16 1:46:32 AM jormis29
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* In ''VideoGame/{{Battlefield}} 2142'', heavily-armored battlewalkers have a WeakSpot that can be attacked with everything but your combat knife. Unless it's an actual anti-vehicle weapon, each hit will do ScratchDamage. Fortunately for the walker pilot, no applicable firearm can wear down the walker in one salvo: all non-machine guns have limited rounds per magazine, and all machine guns suffer from overheating.

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* In ''VideoGame/{{Battlefield}} 2142'', ''VideoGame/Battlefield2142'', heavily-armored battlewalkers have a WeakSpot that can be attacked with everything but your combat knife. Unless it's an actual anti-vehicle weapon, each hit will do ScratchDamage. Fortunately for the walker pilot, no applicable firearm can wear down the walker in one salvo: all non-machine guns have limited rounds per magazine, and all machine guns suffer from overheating.
9th Jul '16 3:15:03 PM IamTheCaligula
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* In ''VideoGame/{{Undertale}}'', the hardest boss of the game has attacks that technically do only 1 damage. The trick is that the attacks completely ignore MercyInvincibility, meaning that they do 1 damage PER FRAME. And it's a BulletHell. And he can attack you [[InterfaceScrew ''inside the item menu'']]. [[SarcasmMode Have fun!]]

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* In ''VideoGame/{{Undertale}}'', the hardest boss of the game has attacks that technically do only 1 damage. The trick is that the attacks completely ignore MercyInvincibility, meaning that they do 1 damage PER FRAME. And it's a BulletHell. And every hit applies a DamageOverTime effect. And he can attack you [[InterfaceScrew ''inside ''[[InterfaceScrew in the item menu'']].combat menu during your own turns]]''. [[SarcasmMode Have fun!]]
25th Jun '16 10:07:34 PM MadCat221
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* Embodied in ''TabletopGame/BattleTech'' by such things as short-range missiles, LB-X autocannons firing cluster shot, or most infantry attacks, all of which randomly scatter small damage packets across the target's hit location chart. Even if this doesn't hit a preexisting gap in the target's armor or score a lucky critical hit straight through it, said armor is almost universally ablative and ''will'' eventually be worn down, exposing the vulnerable internal structure and components underneath. And regardless of how heavy a 'mech is or how beefy its armor is, ''every'' mech (outside of non-Tourney-grade rule sets) can only take a light amount of damage to the head, and each successful plink attack has a 1 in 36 chance of [[BoomHeadshot hitting the head]]. Even if head armor is not pierced, the scant armor is still reduced, and the pilot themselves is injured and can only take 5 such "injuries" before being completely incapacitated. At the opposite end of the hit location roll table is the "[[ArmorPiercingAttack thru-armor crit]]", which has the potential to inflict internal damage even if armor isn't completely ablated, and also has a 1-in-36 chance for every scratch damage hit. If it's the conventional "always center torso" rule, the engine and gyro can become damaged. If using the elective "floating crit" rule that means "reroll the hit location and also do a crit chance roll", then it can potentially hit an [[MadeOfExplodium ammo bin]].

to:

* Embodied in ''TabletopGame/BattleTech'' by such things as short-range missiles, LB-X autocannons firing cluster shot, or most infantry attacks, all of which randomly scatter small damage packets across the target's hit location chart. Even if this doesn't hit a preexisting gap in the target's armor or score a lucky critical hit straight through it, said armor is almost universally ablative and ''will'' eventually be worn down, exposing the vulnerable internal structure and components underneath. And regardless of how heavy a 'mech is or how beefy its armor is, ''every'' mech (outside of non-Tourney-grade rule sets) can only take a light amount of damage to the head, and each successful plink attack has a 1 in 36 chance of [[BoomHeadshot hitting the head]]. Even if head armor is not pierced, the scant armor is still reduced, and the pilot themselves is injured and can only take 5 such "injuries" "injuries", each making it harder to resist or come out of a blackout, before being completely incapacitated.incapacitated by the sixth. At the opposite end of the hit location roll table is the "[[ArmorPiercingAttack thru-armor crit]]", which has the potential to inflict internal damage even if armor isn't completely ablated, and also has a 1-in-36 chance for every scratch damage hit. If it's the conventional "always center torso" rule, the engine and gyro can become damaged. If using the elective "floating crit" rule that means "reroll the hit location and also do a crit chance roll", then it can potentially hit an [[MadeOfExplodium ammo bin]].
25th Jun '16 11:40:14 AM nombretomado
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* Turn-based strategy games in general tend to have this as a strategy: Go up to a unit. Attack it. You do some damage, it kills you. Pick your next guy. Go up to a unit... In ''BattleForWesnoth'' it's actually such a prevalent strategy for the Undead that many fans of the game use the term "Walker-corpsing" to refer to this strategy in ''other'' games.

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* Turn-based strategy games in general tend to have this as a strategy: Go up to a unit. Attack it. You do some damage, it kills you. Pick your next guy. Go up to a unit... In ''BattleForWesnoth'' ''VideoGame/BattleForWesnoth'' it's actually such a prevalent strategy for the Undead that many fans of the game use the term "Walker-corpsing" to refer to this strategy in ''other'' games.
22nd Jun '16 4:49:56 AM N8han11
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** Nearly every installment from ''VideoGame/FinalFantasyVI'' onward features a monster called the Cactuar. It uses a FixedDamageAttack called "One Thousand Needles" that deals ''exactly'' 1,000 HP damage to your character in really fast 1 HP increments. In some games, there also exists a ''Jumbo Cactuar'', which uses a "Ten Thousand Needles" attack that ''kills'' a character outright (since the HP {{cap}} in most FF games usually tops out at 9,999, and you take [[TheLastStraw one needle too many]]).

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** Nearly every installment from ''VideoGame/FinalFantasyVI'' onward features a monster called the Cactuar. It uses a FixedDamageAttack called "One Thousand Needles" that deals ''exactly'' 1,000 HP damage to your character in really fast 1 HP increments. In some games, there also exists a ''Jumbo Cactuar'', which uses a "Ten Thousand Needles" attack that ''kills'' a character outright (since the HP {{cap}} in most FF games usually tops out at 9,999, and you take [[TheLastStraw one needle two needles too many]]).
22nd Jun '16 4:49:30 AM N8han11
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** Nearly every installment from ''VideoGame/FinalFantasyVI'' onward features a monster called the Cactuar. It uses a FixedDamageAttack called "One Thousand Needles" that deals ''exactly'' 1,000 HP damage to your character in really fast 1 HP increments. In some games, there also exists a ''Jumbo Cactuar'', which uses a "Ten Thousand Needles" attack that ''kills'' a character outright (since the HP {{cap}} in most FF games usually tops out at 9,999, and you take [[TheLastStraw two needles too many]]).

to:

** Nearly every installment from ''VideoGame/FinalFantasyVI'' onward features a monster called the Cactuar. It uses a FixedDamageAttack called "One Thousand Needles" that deals ''exactly'' 1,000 HP damage to your character in really fast 1 HP increments. In some games, there also exists a ''Jumbo Cactuar'', which uses a "Ten Thousand Needles" attack that ''kills'' a character outright (since the HP {{cap}} in most FF games usually tops out at 9,999, and you take [[TheLastStraw two needles one needle too many]]).
14th Jun '16 11:52:03 AM MadCat221
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* Embodied in ''TabletopGame/BattleTech'' by such things as short-range missiles, LB-X autocannons firing cluster shot, or most infantry attacks, all of which randomly scatter small damage packets across the target's hit location chart. Even if this doesn't hit a preexisting gap in the target's armor or score a lucky critical hit straight through it, said armor is almost universally ablative and ''will'' eventually be worn down, exposing the vulnerable internal structure and components underneath. And regardless of how heavy a 'mech is or how beefy its armor is, ''every'' mech (outside of non-Tourney-grade rule sets) can only take a light amount of damage to the head, and each successful plink attack has a 1 in 36 chance of [[BoomHeadshot hitting the head]]. Even if head armor is not pierced, the scant armor is still reduced, and the pilot themselves is injured and can only take 5 such "injuries" before being completely incapacitated. At the opposite end of the hit location roll table is the "[[ArmorPiercingAttack thru-armor crit]]", which has the potential to inflict internal damage even if armor isn't completely ablated. If it's the traditional "always center torso" rule, the engine and gyro can become damaged. If using the elective "floating crit" rule that means "reroll the hit location and also do a crit chance roll", then it can potentially hit an [[MadeOfExplodium ammo bin]].

to:

* Embodied in ''TabletopGame/BattleTech'' by such things as short-range missiles, LB-X autocannons firing cluster shot, or most infantry attacks, all of which randomly scatter small damage packets across the target's hit location chart. Even if this doesn't hit a preexisting gap in the target's armor or score a lucky critical hit straight through it, said armor is almost universally ablative and ''will'' eventually be worn down, exposing the vulnerable internal structure and components underneath. And regardless of how heavy a 'mech is or how beefy its armor is, ''every'' mech (outside of non-Tourney-grade rule sets) can only take a light amount of damage to the head, and each successful plink attack has a 1 in 36 chance of [[BoomHeadshot hitting the head]]. Even if head armor is not pierced, the scant armor is still reduced, and the pilot themselves is injured and can only take 5 such "injuries" before being completely incapacitated. At the opposite end of the hit location roll table is the "[[ArmorPiercingAttack thru-armor crit]]", which has the potential to inflict internal damage even if armor isn't completely ablated. ablated, and also has a 1-in-36 chance for every scratch damage hit. If it's the traditional conventional "always center torso" rule, the engine and gyro can become damaged. If using the elective "floating crit" rule that means "reroll the hit location and also do a crit chance roll", then it can potentially hit an [[MadeOfExplodium ammo bin]].
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