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** In the 2023 remake, certain bosses gain their own 9999 damage attacks in their post-game rematches. (Specifically, [[spoiler:Bundt's "Celebration Shot" and Booster's "Loco Express 023"]].) Also, [[spoiler:in the rematch against Culex, he uses the move "Meteor", which deals damage to each party member [[HPTo1 equal to their maximum HP minus one]]]].
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** ''VideoGame/FinalFantasyIV'' also has an enemy-exclusive attack called Globe 199/Object 199 that always does [[OneHitKO 9999]] damage.
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** In the same game, the Pain Doubler spell does damage equal to the difference between the target's maximum and remaining HP, capped at 666.
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* ''VideoGame/SagaFrontier'' has the enemy skill Centipede Crush, which does 100 damage.

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* In ''VideoGame/RuneScape'', Nomad posesses one attack that inflicts damage equal to your maximum HP - 1. So if you're at full health, you survive with just one HP; anything less and it's an instant kill.

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* ''VideoGame/PrayerOfTheFaithless'': Shadow Jab does 5 damage. "Ignores armor and SP reduction."
* In ''VideoGame/RuneScape'', Nomad posesses possesses one attack that inflicts damage equal to your maximum HP - 1. So if you're at full health, you survive with just one HP; anything less and it's an instant kill.
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* Feena's End of the World spell in ''VideoGame/Grandia'' will always hit for 999 non-elemental damage.

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* Feena's End of the World spell in ''VideoGame/Grandia'' ''VideoGame/{{Grandia}}'' will always hit for 999 non-elemental damage.
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** The Advance port of ''VideoGame/FinalFantasyV'' adds thr Gladiator class, whose special ability has a one-in-three chance of doing a normal attack, hitting for 9999 damage of that character's element, or missing entirely.

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** The Advance port of ''VideoGame/FinalFantasyV'' adds thr the Gladiator class, whose special ability has a one-in-three chance of doing a normal attack, hitting for 9999 damage of that character's element, or missing entirely.
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* Feena's End of the World spell in ''VideoGame/Grandia'' will always hit for 999 non-elemental damage.
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** The Advance port of ''VideoGame/FinalFantasyV'' adds thr Gladiator class, whose special ability has a one-in-three chance of doing a normal attack, hitting for 9999 damage of that character's element, or missing entirely.
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* ''VideoGame/MarchenForestMylneAndTheForestGift'': The first boss does 10 damage with its unblockable attack. It's unblockability means it goes through all kinds of defenses that would reduce a normal attack. The only way to avoid it is to dodge.
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*** ''[[VideoGame/PokemonGoldAndSilver Pokémon Gold, Silver, and Crystal]]'': With the Berries. A regular Berry restores 10 HitPoints, while the Gold Berry restores 30 Hit Points.

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*** ''[[VideoGame/PokemonGoldAndSilver Pokémon Gold, Silver, and Crystal]]'': With the Berries. A regular Berry restores 10 HitPoints, while the Gold Berry restores 30 Hit Points. Newer designs for how the berries work are essentially [[PercentDamageAttack]] healing.
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** There's a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or, in most cases, ElementalRockPaperScissors:

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** There's a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or, in most cases, ElementalRockPaperScissors:ElementalRockPaperScissors. Most of these would be removed from games in Generation VIII, with the player being asked to delete the move if they traded a Pokémon from an earlier generation into ''VideoGame/PokemonSwordAndShield'' or later.
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[[folder:Literature]]
* In ''Literature/{{InfiniteDendrogram}}'', Ray Starling's signature attack 'Vengeance is Mine' deals twice the accumulated damage back to his opponent. This in combination with his growing fame leads some antagonists to attack him indirectly.
[[/folder]]
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Bonus Boss was renamed by TRS. Also chained sinkholes are bad.


** In ''VideoGame/FinalFantasyVIII'', the BonusBoss Omega Weapon has two attacks that do a set amount of damage. One deals 9998 damage to your entire party, bringing everyone down to 1 HP if they have 9999 health, and KO'ing them otherwise. Another [[OneHitKO always deals 9999 damage]], but fortunately only hits a single target.

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** In ''VideoGame/FinalFantasyVIII'', the BonusBoss {{Superboss}} Omega Weapon has two attacks that do a set amount of damage. One deals 9998 damage to your entire party, bringing everyone down to 1 HP if they have 9999 health, and KO'ing them otherwise. Another [[OneHitKO always deals 9999 damage]], but fortunately only hits a single target.



*** BonusBoss Emerald Weapon had a special attack that hit each party member for 1111 HP for each Materia that character had equipped. With a normal setup, this would be devastating. However, by equipping sufficiently-levelled characters with two HP Plus Materia, they could reach the cap of 9999 HP. And then get hit for exactly 2222 HP. Which leaves them on 7777 HP. Bingo.

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*** BonusBoss {{Superboss}} Emerald Weapon had a special attack that hit each party member for 1111 HP for each Materia that character had equipped. With a normal setup, this would be devastating. However, by equipping sufficiently-levelled characters with two HP Plus Materia, they could reach the cap of 9999 HP. And then get hit for exactly 2222 HP. Which leaves them on 7777 HP. Bingo.



** ''VideoGame/FinalFantasyXII'' lets ''you'' use 1000 Needles. It also has the [[SummonMagic Esper]] [[BonusBoss Zod]][[CastingAShadow iark]], whose [[LimitBreak ultimate attack]] does exactly 50,000 damage and is (oddly) NonElemental.

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** ''VideoGame/FinalFantasyXII'' lets ''you'' use 1000 Needles. It also has the [[SummonMagic Esper]] [[BonusBoss Zod]][[CastingAShadow iark]], Esper Zodiark]], whose [[LimitBreak ultimate attack]] does exactly 50,000 damage and is (oddly) NonElemental.



* ''VideoGame/MegaManXCommandMission'' has the BonusBoss, Ninetails, who has a move called Nine Fragments which does 999 damages per hit nine times, adding up to 8991 damage. The game's attack items work like this as well; Mega [element] items deal 500 elemental damage to one enemy, while Ultra [element] items deal 750 to all enemies. Strangely, the version of these items used by enemies [[MyRulesAreNotYourRules don't follow this]] and can potentially hit for higher damage.

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* ''VideoGame/MegaManXCommandMission'' has the BonusBoss, OptionalBoss, Ninetails, who has a move called Nine Fragments which does 999 damages per hit nine times, adding up to 8991 damage. The game's attack items work like this as well; Mega [element] items deal 500 elemental damage to one enemy, while Ultra [element] items deal 750 to all enemies. Strangely, the version of these items used by enemies [[MyRulesAreNotYourRules don't follow this]] and can potentially hit for higher damage.



** The game has a [[CombinationAttack Fusion Spell]], available if the Protagonist has both Helel and Satan in his Persona roster, called "Armageddon" that does exactly 9999 HP worth of damage. It's one of the few ways, if not the ''only'' way, that one can even beat the BonusBoss, as said boss is fond of spamming full-heal spells and character annihilation spells when the character's HP reaches 10,000 or less.
** There's also BonusBoss Elizabeth's OneHitKill 9999-damage Megidolaon hitting the HitPoints {{Cap}}, done whenever the player breaks the rules of the fight (it's also done twice, in case, by some miracle, the player manages to survive the first one.)

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** The game has a [[CombinationAttack Fusion Spell]], available if the Protagonist has both Helel and Satan in his Persona roster, called "Armageddon" that does exactly 9999 HP worth of damage. It's one of the few ways, if not the ''only'' way, that one can even beat the BonusBoss, {{Superboss}}, as said boss is fond of spamming full-heal spells and character annihilation spells when the character's HP reaches 10,000 or less.
** There's also BonusBoss {{Superboss}} Elizabeth's OneHitKill 9999-damage Megidolaon hitting the HitPoints {{Cap}}, done whenever the player breaks the rules of the fight (it's also done twice, in case, by some miracle, the player manages to survive the first one.)
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*** Enemies are also affected by this; if on 7777 health they don't go into rage mode, but every action they make hits for 7777 damage. Including area effect attacks (instant party wipe!) and poison affliction (poison is classed as self-inflicted damage, resulting in the enemy OneHitKO-ing ''themselves''. You'd better believe SpeedRunning uses this...).

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*** Enemies are also affected by this; if on 7777 health they don't go into rage mode, but every action they make hits for 7777 damage. Including area effect attacks (instant party wipe!) and poison affliction (poison is classed as self-inflicted damage, resulting in the enemy OneHitKO-ing ''themselves''. You'd better believe SpeedRunning uses this...).
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** In ''VideoGame/FireEmblemHeroes'', some skills or weapons allow for a fixed amount of damage to be dealt on top of whatever normal damage is done. For example, the staff Pain always does exactly 10hp of damage to the foe after combat.
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Bypass redirect


* Weapons in ''TabletopGame/ApocalypseWorld'' and most [=RPGs=] TabletopGame/PoweredByTheApocalypse have fixed harm ratings, meaning that they do a deterministic amount of damage each time they are used. That said, dice rolls ''can'' affect the damage output, since good rolls let players increase their damage output or decrease damage taken, but this is not a direct consequence of the dice roll itself, but rather something the players pick themselves from a list of available additional effects.

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* Weapons in ''TabletopGame/ApocalypseWorld'' and most [=RPGs=] TabletopGame/PoweredByTheApocalypse UsefulNotes/PoweredByTheApocalypse have fixed harm ratings, meaning that they do a deterministic amount of damage each time they are used. That said, dice rolls ''can'' affect the damage output, since good rolls let players increase their damage output or decrease damage taken, but this is not a direct consequence of the dice roll itself, but rather something the players pick themselves from a list of available additional effects.

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alphabetizing, crosswicking Dicey Dungeons, and removing YMMV trope


* In ''VideoGame/BleachBraveSouls'', any character afflicted with the "Weaken" ailment will do just 1 damage with ''all'' of their attacks until it wears off.



* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The final boss of the Nightmare Dimension has an attack that does [[{{Cap}} 9999]] damage if unblocked, and 4999 damage if blocked.
* The ''VideoGame/DragonQuest'' series has most spells and abilities working like this, dealing damage in a fixed range regardless of level or the Wisdom stat (though it may be altered by ElementalRockPaperScissors). All games starting with ''VideoGame/DragonQuestVIII'' factor in a character's magical stats into spell damage, but there are still abilities that work like this.
** Many old [=RPGs=] in general, such as ''VideoGame/{{Wizardry}}'', had spells deal fixed damage.

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* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The final boss of the Nightmare Dimension ''VideoGame/BravelyDefault'' has an attack items that does have fixed damage. Their base damage is 500 full-party damage for the weaker variants, 1500 for the stronger, and 5000 single-target damage for one particular item, but certain things can be equipped that will boost them and elemental weaknesses still apply, so one can potentially get them up to 1125, 3375, or [[{{Cap}} 9999]] damage if unblocked, and 4999 damage if blocked.
(possibly more with additional element-boosting skills).
* The ''VideoGame/DragonQuest'' series has most ''VideoGame/BreathOfFire'':
** In ''VideoGame/BreathOfFireI'', all
spells and abilities working like this, dealing damage in dragon transformations deal a fixed range regardless amount of level or the Wisdom stat (though it may be altered by ElementalRockPaperScissors). All games starting with ''VideoGame/DragonQuestVIII'' factor in a character's magical stats into spell damage, though this amount can be modified by elemental weaknesses and critical hits. An item you get early on in the game, the Earth Key (E. Key), always deals 30 damage to a group of enemies.
** In ''VideoGame/BreathOfFireII'', the special attack "Chop Chop" always does 25 damage. It's gained late in the game,
but there are still abilities since it ignores enemy defense enemies that work like this.
** Many old [=RPGs=] in general, such as ''VideoGame/{{Wizardry}}'', had spells deal fixed damage.
normally only receive 1 or 2 damage from any other attack are all instantly killed by it since the ones with the highest health only have 20 health.



* ''VideoGame/ChronoTrigger'' has an enemy that does either an attack that does exactly 1 hp of damage, or an attack that sets HPTo1. Especially fun when you face a group of those enemies, each of them either battering you to near-death or flicking you hoping to snatch that last HP. The DS remake adds a bow for Marle that always does 777 damage.
* In ''VideoGame/CryingSuns'', squadrons inflict a fixed amount of damage with every attack. The amount doubles when they attack something that is weak to them in the [[TacticalRockPaperScissors squadron triangle]], or when attacking a [[LongRangeFighter Cruiser]] at close range. Some battleship weapons also inflict fixed damage, while others have variable damage outputs.
* In ''VideoGame/DiceyDungeons'', some attacks do a set amount of damage such as Infliction, Magic Missile, Boop, and Bop. Others like the Robot's Forcefield and Mechanical Arm increase their set damage value with each roll.
* ''VideoGame/DigitalDevilSaga 2'' has Seth and his Desert Wind attack, which leaves its target with 150 HP before forcing them out of the fight.
* The ''VideoGame/DragonQuest'' series has most spells and abilities working like this, dealing damage in a fixed range regardless of level or the Wisdom stat (though it may be altered by ElementalRockPaperScissors). All games starting with ''VideoGame/DragonQuestVIII'' factor in a character's magical stats into spell damage, but there are still abilities that work like this.
* ''VideoGame/DungeonEncounters'': Weapons and magic are split between this and RandomizedDamageAttack. Weapons and spells that deal fixed damage cost more to equip but are generally more reliable than the random-damage weapons, which can deal as low as 1 HP damage if you get a really unlucky roll.
* Bog in ''VideoGame/ElementalStory'' has a skill which deals exactly 77 damage to its target and upon evolving, gaining another skill which deals exactly 777 damage.
* The ''VideoGame/EpicBattleFantasy'' series: In multiple games from the third game onwards, since the first two had fixed maximum HitPoints for the PlayerParty of 9999:
** ''VideoGame/EpicBattleFantasy3'': All of the healing items' effects:
*** Kiwi: "Heals an ally for 300 HP."
** ''VideoGame/EpicBattleFantasy4'': After the Battle Mountain update, most healing items' effects:
*** Kiwi: "Heals an ally for 300 HP."
*** Crisps was, "Heals all living party members for 500 HP and 50 MP.", but, post update, was the PercentBasedValues, "Heals all living party members for 25% of their max HP."
*** Chips was, "Heals all living party members for 3000 HP and 300 MP.", but, post update, was the PercentBasedValues, "Heals all living party members for 50% of their max HP."
* In ''VideoGame/ExitFate'', a certain boss has the spell "Annihilation Ray", which always deals 5000 damage (which is more than your characters are expected to have at any point of the game), regardless of defense or buffs, and can be avoided only by the StatusBuff 'Blink'.
* ''VideoGame/FableI'': [[HealingPotion Health Potions]] and [[ManaPotion Will Potions]] restore a fixed number of HitPoints and {{Mana}} Points, respectively. The Hero has ample opportunity to raise his Health and Will maximums, so, while one potion is enough to top him up at the beginning of the game, he'll be chugging them rapid-fire by the end.
* In ''VideoGame/FellSealArbitersMark'', the Rock item inflicts a fixed amount of damage to its target, with higher-quality Rocks inflicting more damage. There’s also the Reaver class’s Desperate Blow attack, which inflicts damage equal to the difference between the Reaver’s maximum and current HP.



* ''Franchise/FireEmblem'':
** The Lightning Sword in ''VideoGame/FireEmblemGaiden'' and its remake ''Echoes'' is effectively this, with a massive 15 Mt... but it doesn't take its user's own Attack into consideration at all. It's fantastic in the early game, but loses value as you gain more Attack and your enemies gain more Resistance, which reduces the Lightning Sword's damage.
** The Light Brand in ''VideoGame/FireEmblemTheBindingBlade'' works this way, dealing a fixed 10 damage when used as a ranged attack. This was hardly useful, but it was the only way for the player to have a sword user deal ranged damage.
** The long-range dark magic attack, Eclipse, has a fixed damage rate. In ''Binding Blade'', it automatically took a unit down to 1 HP when it hit. ''VideoGame/FireEmblemTheBlazingBlade'' and ''VideoGame/FireEmblemTheSacredStones'' toned it down so that it dealt damage equal to half the unit's current HP (rounded up if it was an odd number).
** Crossbows in ''VideoGame/FireEmblemRadiantDawn'' have Might values far surpassing any other weapon, but deal damage equal to that without taking the user's Strength into account. This makes them somewhat shaky choices overall, but incredibly potent against enemies weak to bows, as weapon effectiveness bonuses triple a weapon's effective Might, not its total damage.
** The first game in the series, ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'', had no "Magic" stat, and magic attacks didn't take Strength into account. Combined with the fact that the Resistance stat (which reduced damage taken from magic) was practically nonexistent for both enemies and allies, it effectively made ''all'' magic into fixed-damage attacks.
* ''VideoGame/GoingUnder'': The "Cancellr" app deals 100 damage to a targeted basic enemy and ignores their armor.



** ''VideoGame/BravelyDefault'' has attack items that do exactly this. Their base damage is 500 full-party damage for the weaker variants, 1500 for the stronger, and 5000 single-target damage for one particular item, but certain things can be equipped that will boost them and elemental weaknesses still apply, so one can potentially get them up to 1125, 3375, or [[{{Cap}} 9999]] damage (possibly more with additional element-boosting skills).
* ''VideoGame/ChronoTrigger'' has an enemy that does either an attack that does exactly 1 hp of damage, or an attack that sets HPTo1. Especially fun when you face a group of those enemies, each of them either battering you to near-death or flicking you hoping to snatch that last HP.
** The DS remake adds a bow for Marle that always does 777 damage.



* The VideoGame/{{MOTHER}} series features PsychicPowers (which are the series's magic). These powers are a cross between this trope and RandomNumberGod: they do a fixed amount of damage between a range of numbers, regardless of stats.

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* The VideoGame/{{MOTHER}} ''VideoGame/HarryPotterAndTheChamberOfSecrets'' Game Boy Color game gives us Aragog (or rather his fangs as Aragog himself is part of the background) who has an attack that deals exactly 80 damage regardless of your defense.
* ''VideoGame/JadeCocoon2'': A particular tree of Earth attacks, while intended to break a specific Earth shield spell, will do a set amount of damage to unshielded targets. The higher the rank of the attack, the greater its damage. This is useful against Divine Beasts with very high Defence stats, since it guarantees consistent damage output, but is much less so in situations where any other attacks, which have the potential for [[CriticalHit critical hits]] or would do more damage anyway, are more effective.
* ''VideoGame/LastScenario'' has a mushroom PaletteSwap with a "One Thousand Spores" attack, a clear ''Franchise/FinalFantasy'' series ShoutOut. There's also the Slap spellcard attack, which hits for 1 damage. Useless in combat, but great for snapping allies out of Sleep or Berserk without doing too much damage to them.
* In ''VideoGame/LufiaTheLegendReturns'', there are several of these attacks:
** Amon uses an attack that deals 666 damage. It's highly unlikely that you'll have that much HP at this point of the game.
** Several opponents use attacks that will leave you at one HP. One of these will also poison you. And no, you don't have enough equipment at that point of the game to protect everyone against poison.
** Your characters can learn several attacks that remove a percentage of the opponent current HP. One of these halve the opponent HP. And those attacks works on any boss as well.
* ''VideoGame/MegaManXCommandMission'' has the BonusBoss, Ninetails, who has a move called Nine Fragments which does 999 damages per hit nine times, adding up to 8991 damage. The game's attack items work like this as well; Mega [element] items deal 500 elemental damage to one enemy, while Ultra [element] items deal 750 to all enemies. Strangely, the version of these items used by enemies [[MyRulesAreNotYourRules don't follow this]] and can potentially hit for higher damage.
* ''VideoGame/MetalGearAcid'''s Cyborg Ninja [[SummonMagic card]] deals exactly 50 damage to any target. This is [[DiscOneNuke instant death to any enemy in the early game]], but still very handy for taking out cameras later on.
* The ''VideoGame/{{MOTHER}}''
series features PsychicPowers (which are the series's magic). These powers are a cross between this trope and RandomNumberGod: they do a fixed amount of damage between a range of numbers, regardless of stats.



* ''VideoGame/{{Overwatch}}'': Inverted, such that instead of damage, it's healing, with health packs, which differ from most FPS's packs in that they restore flat values of health, meaning they're more useful for [[FragileSpeedster low]]-[[SquishyWizard max]]-[[GlassCannon health]] heroes than their tankier counterparts because they restore a higher percentage of their health.
* ''VideoGame/Persona3'':
** The game has a [[CombinationAttack Fusion Spell]], available if the Protagonist has both Helel and Satan in his Persona roster, called "Armageddon" that does exactly 9999 HP worth of damage. It's one of the few ways, if not the ''only'' way, that one can even beat the BonusBoss, as said boss is fond of spamming full-heal spells and character annihilation spells when the character's HP reaches 10,000 or less.
** There's also BonusBoss Elizabeth's OneHitKill 9999-damage Megidolaon hitting the HitPoints {{Cap}}, done whenever the player breaks the rules of the fight (it's also done twice, in case, by some miracle, the player manages to survive the first one.)



* ''VideoGame/Persona3'' has a [[CombinationAttack Fusion Spell]], available if the Protagonist has both Helel and Satan in his Persona roster, called "Armageddon" that does exactly 9999 HP worth of damage. It's one of the few ways, if not the ''only'' way, that one can even beat the BonusBoss, as said boss is fond of spamming full-heal spells and character annihilation spells when the character's HP reaches 10,000 or less.
** There's also BonusBoss Elizabeth's OneHitKill 9999-damage Megidolaon hitting the HitPoints {{Cap}}, done whenever the player breaks the rules of the fight (it's also done twice, in case, by some miracle, the player manages to survive the first one.)
* ''VideoGame/ShinMegamiTenseiIV'' has [[ArchangelMichael Michael of the Four Archangels]] as a [[DownLoadableContent DLC demon]] and he has one of the nastiest skills in the game, Fallen Grace. This move '''deals exactly 666 points of almighty damage to all enemies!'''
* ''VideoGame/DigitalDevilSaga 2'' has Seth and his Desert Wind attack, which leaves its target with 150 HP before forcing them out of the fight.
* ''Franchise/FireEmblem'':
** The Lightning Sword in ''VideoGame/FireEmblemGaiden'' and its remake ''Echoes'' is effectively this, with a massive 15 Mt... but it doesn't take its user's own Attack into consideration at all. It's fantastic in the early game, but loses value as you gain more Attack and your enemies gain more Resistance, which reduces the Lightning Sword's damage.
** The Light Brand in ''VideoGame/FireEmblemTheBindingBlade'' works this way, dealing a fixed 10 damage when used as a ranged attack. This was hardly useful, but it was the only way for the player to have a sword user deal ranged damage.
** The long-range dark magic attack, Eclipse, has a fixed damage rate. In ''Binding Blade'', it automatically took a unit down to 1 HP when it hit. ''VideoGame/FireEmblemTheBlazingBlade'' and ''VideoGame/FireEmblemTheSacredStones'' toned it down so that it dealt damage equal to half the unit's current HP (rounded up if it was an odd number).
** Crossbows in ''VideoGame/FireEmblemRadiantDawn'' have Might values far surpassing any other weapon, but deal damage equal to that without taking the user's Strength into account. This makes them somewhat shaky choices overall, but incredibly potent against enemies weak to bows, as weapon effectiveness bonuses triple a weapon's effective Might, not its total damage.
** The first game in the series, ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'', had no "Magic" stat, and magic attacks didn't take Strength into account. Combined with the fact that the Resistance stat (which reduced damage taken from magic) was practically nonexistent for both enemies and allies, it effectively made ''all'' magic into fixed-damage attacks.



* ''VideoGame/SuperMarioRPG'' contains an attack called "Geno Whirl" which, if properly executed, will always cause 9999 damage to all non-boss ([[spoiler:plus Exor]]) enemies in the game. Oddly enough, the highest HP user in the game only has 8000 HP, making this attack [[ThereIsNoKillLikeOverkill almost humorously over the top]].
** There are also a couple items that inflict fixed damage to all enemies when used. The Rock Candy, which deals 200 damage; and the Star Egg, which deals 100 damage. (but is reusable)

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* ''VideoGame/ScienceGirls'': Multiple, all from Heather.
** Her Better Slingshot deals a small, fixed amount of damage that can't be blocked and isn't affected by DamageReduction.
** Her Exponential Explosion deals damage based on the UsefulNotes/{{Powers Of Two|MinusOne}}, going up by a power with each successive use, but can have its {{Damage Reduc|tion}}ed, but that DR only does up to blocking around 3 points of damage, for bosses.
* ''VideoGame/ShinMegamiTenseiIV'' has [[ArchangelMichael Michael of the Four Archangels]] as a [[DownLoadableContent DLC demon]] and he has one of the nastiest skills in the game, Fallen Grace. This move '''deals exactly 666 points of almighty damage to all enemies!'''
* In ''VideoGame/SonicShuffle'', when Amy draws a Special card in battle, she will receive a card that will always land on 5. This is useful against most enemies, but if one is going for all seven Precioustone pieces, which is especially true in Story Mode, the score of the monster guarding the final Precioustone piece will be 6, which outranks Amy's special move.
* ''VideoGame/SuperMarioRPG'' contains an attack called "Geno Whirl" which, if properly executed, will always cause 9999 damage to all non-boss ([[spoiler:plus Exor]]) enemies in the game. Oddly enough, the highest HP user in the game only has 8000 HP, making this attack [[ThereIsNoKillLikeOverkill almost humorously over the top]].
**
top]]. There are also a couple items that inflict fixed damage to all enemies when used. The Rock Candy, which deals 200 damage; and the Star Egg, which deals 100 damage. (but damage, but is reusable)reusable.
* In ''VideoGame/SushiStrikerTheWayOfSushido'', Hohten's Stick Chop always deals 500 HP of damage, with it increasing by 100 each time Stick Chop is improved. The way this game scales HP with progress through the game, Stick Chop's damage becomes increasingly weak, and would be rendered ineffective by mid-game, if not for the fact that Stick Chop will deal its assigned damage regardless of any defensive or disruptive effects in play (even Stealth Striker, which causes all other attacks [[IntangibleMan to pass through the user]]).
* In ''VideoGame/TalesOfVesperia'', Patty's Card The Gamble and Janpai spells do a varying amount of fixed damage based on what cards or mahjong tiles come up, the most painful being the combinations with the highest point value.



* ''VideoGame/{{Transistor}}'': It's the nature of all Functions, a.k.a [[CallAHitPointASmeerp attacks]], such as Breach's base 100 damage, which can be improved by using other functions to upgrade them, but game progression gives enemies improvements to their health and abilities, making the route of progression the exploitation of synergies between functions, instead of just the functions themselves getting stronger.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The final boss of the Nightmare Dimension has an attack that does [[{{Cap}} 9999]] damage if unblocked, and 4999 damage if blocked.
* ''VideoGame/{{Wargroove}}'': Sedge's [[LimitBreak groove]] always deals 35% damage to all targets no matter how damaged the target or Sedge is.
* ''VideoGame/WildArms3'' has this in form of Dark Luceid, a spell that does a fixed amount of damage for every elemental resistance the enemy has. Usually deals pitiful damage given that enemies rarely have more than one elemental resistance (there are eight in total), but then, some Bosses just pile on Resistances...
* Many old [=RPGs=] in general, such as ''VideoGame/{{Wizardry}}'', had spells deal fixed damage.
* In ''VideoGame/WorldOfTanks'', a tank that is set on fire starts rapidly losing a fixed amount of health based on its maximum health. Fire damage is the same no matter how the fire was started, but the damage slowly lessens as the fire is put out, and quickly using a consumable fire extinguisher stops any further damage.
* ''VideoGame/XCOMEnemyUnknown'' gives the psychic soldiers under your command the starting ability "Mindfray", which deals a meager 5 points damage--but it ''always'' deals them (unless the enemy is immune or practically immune to psychic powers), which in a game where the RandomNumberGod hates your guts is a godsend when you absolutely must finish off an enemy before the end of your turn[[labelnote:*]]''Enemy Within'' changed psionic powers to have a chance to hit based on the attacker's will versus the defender's will, making it more difficult to use effective, except against [[DumbMuscle Mutons]][[/labelnote]]. Grenades and rockets also do fixed damage in their area of effect.
** ''VideoGame/XCOM2'' has very few weapons that deal guaranteed damage, making explosives much more devastating: grenades and rockets do variable damage to targets, but ''always'' do the maximum amount of damage at the center of their area-of-effect.
*** Once you unlock weapon modifications, you can attach stocks to your guns, which guarantee that you'll always do at least 1, 2, or 3 points of damage (for basic, advanced, and superior qualities) if you miss. The ability to consistently deal damage, even with a low probability of hitting, is extremely good or ''really bad''[[note]]Guaranteed damage is a significant ''drawback'' against enemies that retaliate, such as the Codex, which will duplicate itself whenever it takes damage. Stocks and bad accuracy mean you'll be overwhelmed by too many Codexes quickly[[/note]].
*** DLC ''War Of The Chosen'' has the Katana, the exclusive weapon of the Assassin. While it technically ''could'' miss, it has a base accuracy of 100%, meaning it's functionally impossible for it to miss, and it always deals at least 8 points of damage. In a game where nothing is guaranteed, this is an extremely powerful attack option.



* In ''VideoGame/LufiaTheLegendReturns'', there are several of these attacks:
** Amon uses an attack that deals 666 damage. It's highly unlikely that you'll have that much HP at this point of the game.
** Several opponents use attacks that will leave you at one HP. One of these will also poison you. And no, you don't have enough equipment at that point of the game to protect everyone against poison.
** Your characters can learn several attacks that remove a percentage of the opponent current HP. One of these halve the opponent HP. And those attacks works on any boss as well.
* ''Jade Cocoon 2'': A particular tree of Earth attacks, while intended to break a specific Earth shield spell, will do a set amount of damage to unshielded targets. The higher the rank of the attack, the greater its damage. This is useful against Divine Beasts with very high Defence stats, since it guarantees consistent damage output, but is much less so in situations where any other attacks, which have the potential for [[CriticalHit critical hits]] or would do more damage anyway, are more effective.
* ''VideoGame/LastScenario'' has a mushroom PaletteSwap with a "One Thousand Spores" attack, a clear ''Franchise/FinalFantasy'' series ShoutOut.
** There's also the Slap spellcard attack, which hits for 1 damage. Useless in combat, but great for snapping allies out of Sleep or Berserk without doing too much damage to them.
* In its SpiritualSequel ''VideoGame/ExitFate'', a certain boss has the spell "Annihilation Ray", which always deals 5000 damage (which is more than your characters are expected to have at any point of the game), regardless of defense or buffs, and can be avoided only by the StatusBuff 'Blink'.
* In ''VideoGame/BreathOfFireI'', all spells and dragon transformations deal a fixed amount of damage, though this amount can be modified by elemental weaknesses and critical hits. An item you get early on in the game, the Earth Key (E. Key), always deals 30 damage to a group of enemies.
* In ''VideoGame/BreathOfFireII'', the special attack "Chop Chop" always does 25 damage. It's gained late in the game, but since it ignores enemy defense enemies that normally only receive 1 or 2 damage from any other attack are all instantly killed by it since the ones with the highest health only have 20 health.
* In ''VideoGame/TalesOfVesperia'', Patty's Card The Gamble and Janpai spells do a varying amount of fixed damage based on what cards or mahjong tiles come up, the most painful being the combinations with the highest point value.
* ''VideoGame/WildArms3'' has this in form of Dark Luceid, a spell that does a fixed amount of damage for every elemental resistance the enemy has. Usually deals pitiful damage given that enemies rarely have more than one elemental resistance (there are eight in total), but then, some Bosses just pile on Resistances...
* ''VideoGame/XCOMEnemyUnknown'' gives the psychic soldiers under your command the starting ability "Mindfray", which deals a meager 5 points damage--but it ''always'' deals them (unless the enemy is immune or practically immune to psychic powers), which in a game where the RandomNumberGod hates your guts is a godsend when you absolutely must finish off an enemy before the end of your turn[[labelnote:*]]''Enemy Within'' changed psionic powers to have a chance to hit based on the attacker's will versus the defender's will, making it more difficult to use effective, except against [[DumbMuscle Mutons]][[/labelnote]]. Grenades and rockets also do fixed damage in their area of effect.
* ''VideoGame/XCOM2'' has very few weapons that deal guaranteed damage, making explosives much more devastating: grenades and rockets do variable damage to targets, but ''always'' do the maximum amount of damage at the center of their area-of-effect.
** Once you unlock weapon modifications, you can attach stocks to your guns, which guarantee that you'll always do at least 1, 2, or 3 points of damage (for basic, advanced, and superior qualities) if you miss. The ability to consistently deal damage, even with a low probability of hitting, is extremely good or ''really bad''[[note]]Guaranteed damage is a significant ''drawback'' against enemies that retaliate, such as the Codex, which will duplicate itself whenever it takes damage. Stocks and bad accuracy mean you'll be overwhelmed by too many Codexes quickly[[/note]].
** DLC ''War Of The Chosen'' has the Katana, the exclusive weapon of the Assassin. While it technically ''could'' miss, it has a base accuracy of 100%, meaning it's functionally impossible for it to miss, and it always deals at least 8 points of damage. In a game where nothing is guaranteed, this is an extremely powerful attack option.
* In ''VideoGame/WorldOfTanks'', a tank that is set on fire starts rapidly losing a fixed amount of health based on its maximum health. Fire damage is the same no matter how the fire was started, but the damage slowly lessens as the fire is put out, and quickly using a consumable fire extinguisher stops any further damage.
* The ''VideoGame/HarryPotterAndTheChamberOfSecrets'' Game Boy Color game gives us Aragog (or rather his fangs as Aragog himself is part of the background) who has an attack that deals exactly 80 damage regardless of your defense.
* ''VideoGame/MetalGearAcid'''s Cyborg Ninja [[SummonMagic card]] deals exactly 50 damage to any target. This is [[DiscOneNuke instant death to any enemy in the early game]], but still very handy for taking out cameras later on.
* ''VideoGame/MegaManXCommandMission'' has the BonusBoss, Ninetails, who has a move called Nine Fragments which does 999 damages per hit nine times, adding up to 8991 damage.
** The game's attack items work like this as well; Mega [element] items deal 500 elemental damage to one enemy, while Ultra [element] items deal 750 to all enemies. Strangely, the version of these items used by enemies [[MyRulesAreNotYourRules don't follow this]] and can potentially hit for higher damage.
* Bog in ''VideoGame/ElementalStory'' has a skill which deals exactly 77 damage to its target and upon evolving, gaining another skill which deals exactly 777 damage.
* In ''VideoGame/SushiStrikerTheWayOfSushido'', Hohten's Stick Chop always deals 500 HP of damage, with it increasing by 100 each time Stick Chop is improved. The way this game scales HP with progress through the game, Stick Chop's damage becomes increasingly weak, and would be rendered ineffective by mid-game, if not for the fact that Stick Chop will deal its assigned damage regardless of any defensive or disruptive effects in play (even Stealth Striker, which causes all other attacks [[IntangibleMan to pass through the user]]).
* ''VideoGame/{{Wargroove}}'': Sedge's [[LimitBreak groove]] always deals 35% damage to all targets no matter how damaged the target or Sedge is.
* ''VideoGame/ScienceGirls'': Multiple, all from Heather.
** Her Better Slingshot deals a small, fixed amount of damage that can't be blocked and isn't affected by DamageReduction.
** Her Exponential Explosion deals damage based on the UsefulNotes/{{Powers Of Two|MinusOne}}, going up by a power with each successive use, but can have its {{Damage Reduc|tion}}ed, but that DR only does up to blocking around 3 points of damage, for bosses.
* In ''VideoGame/FellSealArbitersMark'', the Rock item inflicts a fixed amount of damage to its target, with higher-quality Rocks inflicting more damage. There’s also the Reaver class’s Desperate Blow attack, which inflicts damage equal to the difference between the Reaver’s maximum and current HP.
* In ''VideoGame/SonicShuffle'', when Amy draws a Special card in battle, she will receive a card that will always land on 5. This is useful against most enemies, but if one is going for all seven Precioustone pieces, which is especially true in Story Mode, the score of the monster guarding the final Precioustone piece will be 6, which outranks Amy's special move.
* In ''VideoGame/CryingSuns'', squadrons inflict a fixed amount of damage with every attack. The amount doubles when they attack something that is weak to them in the [[TacticalRockPaperScissors squadron triangle]], or when attacking a [[LongRangeFighter Cruiser]] at close range. Some battleship weapons also inflict fixed damage, while others have variable damage outputs.
* ''VideoGame/{{Transistor}}'': It's the nature of all Functions, a.k.a [[CallAHitPointASmeerp attacks]], such as Breach's base 100 damage, which can be improved by using other functions to upgrade them, but game progression gives enemies improvements to their health and abilities, making the route of progression the exploitation of synergies between functions, instead of just the functions themselves getting stronger.
[[quoteblock]]
* ''VideoGame/{{Overwatch}}'': Inverted, such that instead of damage, it's healing, with health packs, which differ from most FPS's packs in that they restore flat values of health, meaning they're more useful for [[FragileSpeedster low]]-[[SquishyWizard max]]-[[GlassCannon health]] heroes than their tankier counterparts because they restore a higher percentage of their health.
[[/quoteblock]]
* The ''VideoGame/EpicBattleFantasy'' series: In multiple games from the third game onwards, since the first two had fixed maximum HitPoints for the PlayerParty of 9999:
** ''VideoGame/EpicBattleFantasy3'': All of the healing items' effects:
*** Kiwi: "Heals an ally for 300 HP."
** ''VideoGame/EpicBattleFantasy4'': After the Battle Mountain update, most healing items' effects:
*** Kiwi: "Heals an ally for 300 HP."
*** Crisps was, "Heals all living party members for 500 HP and 50 MP.", but, post update, was the PercentBasedValues, "Heals all living party members for 25% of their max HP."
*** Chips was, "Heals all living party members for 3000 HP and 300 MP.", but, post update, was the PercentBasedValues, "Heals all living party members for 50% of their max HP."
* ''VideoGame/FableI'': [[HealingPotion Health Potions]] and [[ManaPotion Will Potions]] restore a fixed number of HitPoints and {{Mana}} Points, respectively. The Hero has ample opportunity to raise his Health and Will maximums, so, while one potion is enough to top him up at the beginning of the game, he'll be chugging them rapid-fire by the end.
* ''VideoGame/GoingUnder'': The "Cancellr" app deals 100 damage to a targeted basic enemy and ignores their armor.
* ''VideoGame/DungeonEncounters'': Weapons and magic are split between this and RandomizedDamageAttack. Weapons and spells that deal fixed damage cost more to equip but are generally more reliable than the random-damage weapons, which can deal as low as 1 HP damage if you get a really unlucky roll.
* In ''VideoGame/BleachBraveSouls'', any character afflicted with the "Weaken" ailment will do just 1 damage with ''all'' of their attacks until it wears off.
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*** "Endeavor" is a move introduced in Gen III that reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP). It became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon (usually a Rattata) gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne. Then on the next turn, it uses an ActionInitiative move like Quick Attack, defeating its opponent through CherryTapping.

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*** "Endeavor" is a move introduced in Gen III that reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP). It became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon (usually a Rattata) gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne.HPTo1. Then on the next turn, it uses an ActionInitiative move like Quick Attack, defeating its opponent through CherryTapping.
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* ''VideoGame/ChronoTrigger'' has an enemy that does either an attack that does exactly 1 hp of damage, or an attack that sets HPToOne. Especially fun when you face a group of those enemies, each of them either battering you to near-death or flicking you hoping to snatch that last HP.

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* ''VideoGame/ChronoTrigger'' has an enemy that does either an attack that does exactly 1 hp of damage, or an attack that sets HPToOne.HPTo1. Especially fun when you face a group of those enemies, each of them either battering you to near-death or flicking you hoping to snatch that last HP.

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* The Lightning Sword in ''VideoGame/FireEmblemGaiden'' and its remake ''Echoes'' is effectively this, with a massive 15 Mt... but it doesn't take its user's own Attack into consideration at all. It's fantastic in the early game, but loses value as you gain more Attack and your enemies gain more Resistance, which reduces the Lightning Sword's damage.

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* ''Franchise/FireEmblem'':
**
The Lightning Sword in ''VideoGame/FireEmblemGaiden'' and its remake ''Echoes'' is effectively this, with a massive 15 Mt... but it doesn't take its user's own Attack into consideration at all. It's fantastic in the early game, but loses value as you gain more Attack and your enemies gain more Resistance, which reduces the Lightning Sword's damage.
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* In ''VideoGame/BleachBraveSouls'', any character afflicted with the "Weaken" ailment will do just 1 damage with ''all'' of their attacks until it wears off.
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Up To Eleven is a defunct trope


* The ''Franchise/FinalFantasy'' series is replete with examples, not the least of which is "One Thousand Needles", a FlechetteStorm that inflicts exactly 1,000 points of damage every time it is used; it is the signature move of the "Cactaur" (anthropomorphic cacti) species. Often, the player can acquire this as a [[PowerCopying Blue Magic skill]]. Stronger versions exist, such as "10,000 Needles" and "[[UpToEleven 100,000 Needles]]", able to [[OneHitKO inflict more damage than the player's maximum HP cap]].

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* The ''Franchise/FinalFantasy'' series is replete with examples, not the least of which is "One Thousand Needles", a FlechetteStorm that inflicts exactly 1,000 points of damage every time it is used; it is the signature move of the "Cactaur" (anthropomorphic cacti) species. Often, the player can acquire this as a [[PowerCopying Blue Magic skill]]. Stronger versions exist, such as "10,000 Needles" and "[[UpToEleven 100,000 Needles]]", "100,000 Needles", able to [[OneHitKO inflict more damage than the player's maximum HP cap]].
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Moved as there are two games called Earthbound on this wiki.


** There's also the Bottle rockets from ''VideoGame/EarthBound'', which do about 120 HP of damage.

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** There's also the Bottle rockets from ''VideoGame/EarthBound'', ''VideoGame/EarthBound1994'', which do about 120 HP of damage.
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Berries not just in the Crystal game but in the preceding Gold and Silver releases.


*** ''VideoGame/PokemonCrystal'': With the Berries. A regular Berry, restores 10 HitPoints, while the [=GoldBerry=], restores 30 HitPoints.

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*** ''VideoGame/PokemonCrystal'': ''[[VideoGame/PokemonGoldAndSilver Pokémon Gold, Silver, and Crystal]]'': With the Berries. A regular Berry, Berry restores 10 HitPoints, while the [=GoldBerry=], Gold Berry restores 30 HitPoints.Hit Points.

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** Her Better Slingshot deals a small, fixed amount of damage that can't be block and isn't affected by DamageReduction.

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** Her Better Slingshot deals a small, fixed amount of damage that can't be block blocked and isn't affected by DamageReduction.



* In ''VideoGame/FellSealArbitersMark'', the Rock item inflicts a fixed amount of damage to its target, with higher-quality Rocks inflicting more damage. There’s also the Reaver class’s Desperate Blow attack, which inflicts damage equal to difference between the Reaver’s maximum and current HP.
* In ''VideoGame/SonicShuffle'', when Amy draws a Special card in battle, she will recieve a card that will always land on 5. This is useful against most enemies, but if one is going for all seven Precioustone pieces, which is especially true in Story Mode, the score of the monster guarding the final Precioustone piece will be 6, which outranks Amy's special move.

to:

* In ''VideoGame/FellSealArbitersMark'', the Rock item inflicts a fixed amount of damage to its target, with higher-quality Rocks inflicting more damage. There’s also the Reaver class’s Desperate Blow attack, which inflicts damage equal to the difference between the Reaver’s maximum and current HP.
* In ''VideoGame/SonicShuffle'', when Amy draws a Special card in battle, she will recieve receive a card that will always land on 5. This is useful against most enemies, but if one is going for all seven Precioustone pieces, which is especially true in Story Mode, the score of the monster guarding the final Precioustone piece will be 6, which outranks Amy's special move.


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* ''VideoGame/DungeonEncounters'': Weapons and magic are split between this and RandomizedDamageAttack. Weapons and spells that deal fixed damage cost more to equip but are generally more reliable than the random-damage weapons, which can deal as low as 1 HP damage if you get a really unlucky roll.
Is there an issue? Send a MessageReason:
None


As a means of averting this, some systems may link the amount of damage to the user's experience level in some way, allowing the attack to grow stronger as they do. However, it is still exempt from the normal damage mechanics (including StandardStatusEffects that affect attack or defense powers), and still inflicts a set, predictable amount of damage every time it is used.

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As a means of averting this, some systems may link the amount of damage to the user's experience level in some way, allowing the attack to grow stronger as they do. However, it is still exempt from the normal damage mechanics (including StandardStatusEffects StatusEffects that affect attack or defense powers), and still inflicts a set, predictable amount of damage every time it is used.
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None

Added DiffLines:

** Once you unlock weapon modifications, you can attach stocks to your guns, which guarantee that you'll always do at least 1, 2, or 3 points of damage (for basic, advanced, and superior qualities) if you miss. The ability to consistently deal damage, even with a low probability of hitting, is extremely good or ''really bad''[[note]]Guaranteed damage is a significant ''drawback'' against enemies that retaliate, such as the Codex, which will duplicate itself whenever it takes damage. Stocks and bad accuracy mean you'll be overwhelmed by too many Codexes quickly[[/note]].
** DLC ''War Of The Chosen'' has the Katana, the exclusive weapon of the Assassin. While it technically ''could'' miss, it has a base accuracy of 100%, meaning it's functionally impossible for it to miss, and it always deals at least 8 points of damage. In a game where nothing is guaranteed, this is an extremely powerful attack option.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GoingUnder'': The "Cancellr" app deals 100 damage to a targeted basic enemy and ignores their armor.
Is there an issue? Send a MessageReason:
None


* The ''[[VideoGame/HarryPotter Harry Potter and the Chamber of Secrets]]'' Game Boy Color game gives us Aragog (or rather his fangs as Aragog himself is part of the background) who has an attack that deals exactly 80 damage regardless of your defense.

to:

* The ''[[VideoGame/HarryPotter Harry Potter and the Chamber of Secrets]]'' ''VideoGame/HarryPotterAndTheChamberOfSecrets'' Game Boy Color game gives us Aragog (or rather his fangs as Aragog himself is part of the background) who has an attack that deals exactly 80 damage regardless of your defense.

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