History Main / QuadDamage

6th Nov '16 8:42:12 AM KingLyger
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[[folder:Roguelike]]
* ''VideoGame/DiabloIII'' gives players the Power Pylon in Nephalem Rifts and Greater Rifts, which quadruples all damage that the PlayerCharacter and their hirelings/pets do for thirty seconds. While there's only one Power Pylon per rift ([[LuckBasedMission if that]]), finding one is usually enough to [[GameBreaker clear through a few packs of Elites in seconds]].
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8th Aug '16 11:58:53 PM UmbrellasWereAwesome
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* More recent games in the ''Franchise/{{Halo}}'' series have the Damage Boost power-up. It doubles your damage output, but it also causes your Spartan to noticeably glow red.

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* More recent games in the * ''Franchise/{{Halo}}'' series games from ''VideoGame/{{Halo 4}}'' onward have the Damage Boost power-up. It doubles your damage output, but it also causes your Spartan to noticeably glow red.
26th Jul '16 5:05:46 PM AMNK
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Named for one such item in the first ''VideoGame/{{Quake}}'' game, which does exactly what the name implies [[NonIndicativeName (except in 3, where it only triples the damage)]]. Later appeared in ''VideoGame/UnrealTournament'', ''VideoGame/SeriousSam'' and subsequent ''Quake'' iterations.



* The TropeNamer is the eponymous item from the ''VideoGame/{{Quake}}'' franchise, which does exactly what the name implies [[NonIndicativeName (except in 3, where it only triples the damage)]].
** In ''[[VideoGame/QuakeIIIArena Quake III:]] [[ExpansionPack Team Arena]]'' it can be coupled with the Doubler rune in order to deal 6X Damage. [[GameBreaker Enjoy your easy Excellent awards!]]



* ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' introduced the adrenaline meter. When filled, by your actions or by finding pickups, it allowed a player to enter a button combo for a specific bonus: speed, extra damage, extra armor or regenerating health.
** ''All'' the ''VideoGame/{{Unreal}}'' games had the [=UDamage=]; a floaty-rotatey gold or purple double-damage powerup vaguely in the shape of the letter U. (''VideoGame/{{Unreal|I}}'' only had a toggled power-amp inventory item which only affected energy weapons.)

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* All the games in the ''VideoGame/{{Unreal}}'' franchise have the [=UDamage=]/Damage Amplifier: a floaty-rotatey gold or purple double-damage powerup vaguely in the shape of the letter U or the Skaarj claws shape, depending on the game.
** ''VideoGame/{{Unreal|I}}'' only had a toggled power-amp inventory item which only affected energy weapons.
**
''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' introduced the adrenaline meter. When filled, by your actions or by finding pickups, it allowed a player to enter a button combo for a specific bonus: speed, extra damage, extra armor or regenerating health.
** ''All'' the ''VideoGame/{{Unreal}}'' games had the [=UDamage=]; a floaty-rotatey gold or purple double-damage powerup vaguely in the shape of the letter U. (''VideoGame/{{Unreal|I}}'' only had a toggled power-amp inventory item which only affected energy weapons.)
health.
25th Jun '16 10:36:30 PM REV6Pilot
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** ''VideoGame/Doom2016'' has an actual Quad Damage power up (sans Quake logo) that's usable in both single and multiplayer, as well as the classic Berserker Pack.

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** ''VideoGame/Doom2016'' has an actual Quad Damage power up (sans Quake logo) ''Quake'' logo but with the original sounds) that's usable in both single and multiplayer, as well as the classic Berserker Pack.
26th May '16 11:54:32 PM Totema
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* The original ''VideoGame/{{Doom}}'' had an item called ''Berserker pack'', which would not only allow players to do as much damage with their fists as they would with the rocket launcher, but also [[LudicrousGibs make them rip and tear enemy guts]] for the rest of the level.

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* The original ''VideoGame/{{Doom}}'' had an item called ''Berserker pack'', Pack'', which would not only allow players to do as much damage with their fists as they would with the rocket launcher, but also [[LudicrousGibs make them rip and tear enemy guts]] for the rest of the level.



** ''VideoGame/Doom2016'' has an actual Quad Damage power up (sans Quake logo) that's usable in both single and multiplayer.

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** ''VideoGame/Doom2016'' has an actual Quad Damage power up (sans Quake logo) that's usable in both single and multiplayer.multiplayer, as well as the classic Berserker Pack.
24th May '16 11:49:32 AM ShadowOfTheVoid
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* More recent games in the ''Franchise/{{Halo}}'' series have the Damage Boost power-up. It doubles your damage output, but it also causes your Spartan to noticeably glow red.
23rd May '16 10:52:16 AM Unityd3v
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** ''VideoGame/Doom2016'' has an actual Quad Damage power up (sans Quake logo) that's usable in both single and multiplayer.
22nd May '16 7:17:33 PM Dylanius9000
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* The Smash Ball in ''VideoGame/SuperSmashBrosBrawl'', which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:

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* The Smash Ball in ''VideoGame/SuperSmashBrosBrawl'', the ''VideoGame/SuperSmashBros'' series, which allows a character to perform a [[LimitBreak Final Smash]], is like this. In particular:



** [[spoiler:R.O.B.]]'s Final Smash is like this too, giving him [[spoiler:constant laser eyes]] for a little while.

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** [[spoiler:R.R.O.B.]]'s 's Final Smash [[spoiler:in Brawl]] is like this too, giving him [[spoiler:constant constant laser eyes]] eyes for a little while.while.
** In ''for 3DS and Wii U'', Lucario gains the ability to transform into [[SuperMode Mega Lucario]] instead of using [[KamehameHadoken Aura Storm]], and newcomer [[VideoGame/PunchOut Little Mac]] can turn into [[HulkingOut Giga Mac]] for his Final Smash.
12th Mar '16 4:44:33 PM wuzzle22
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* ''VideoGame/TeamFortress2'' has [[CriticalHit critical hits]] (300% base damage), which, while not generally triggered at will by a map-specific power-up like most entries here (generally a chance for one is rolled every shot taken, with more damage done prior yielding higher chances), ''can'' be triggered by a Medic wielding a fully-charged Kritzkrieg. It ''is'' available in power-up form, mind, but only on the Halloween maps, where killed players drop buckets of candy that briefly give players crits.

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* ''VideoGame/TeamFortress2'' has [[CriticalHit critical hits]] (300% base damage), which, while not generally triggered at will by a map-specific power-up like most entries here (generally a chance the power up for one them is rolled every shot taken, with more damage done prior yielding higher chances), ''can'' only available in mannpower mode and around hallowen, it can also be triggered by a Medic wielding a fully-charged Kritzkrieg. It ''is'' available in power-up form, mind, but only on the Halloween maps, where killed players drop buckets of candy that briefly give players crits.Kritzkrieg.
11th Feb '16 6:40:44 AM Paranoia
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* ''VideoGame/FinalFantasyVI'' had a similar item, but for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it [[{{BFS}} Ragnarok or Illumina]], which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.

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* Common in FinalFantasy games:
**
''VideoGame/FinalFantasyVI'' had a similar item, but an item that did this for weapons - the Offering turned the typical Attack option into four successive attacks. It's also possible to simultaneously equip the Genji Glove to hold two weapons at once and get four attacks with each one. At high levels this is sufficient damage to kill any non-physical-immune enemy you encounter including the final boss. Particularly if one of the weapons being uses it [[{{BFS}} Ragnarok or Illumina]], which each have a fairly high chance of casting a strong spell (for no MP cost) when swung.


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*** There is also the 4x Attack Materia (the second tier of the 2x Attack Materia), which like the Offering from VI changes the standard Attack command into multiple attacks. The 2x version always just attacks the same target twice, but the 4x will randomly select enemy targets for every hit after the first. Very useful against one big enemy, but a sometimes a mixed blessing against groups or in tactical situations where the player wants to avoid attacking a specific enemy (like trying to catch a Chocobo). The other issue when facing groups is that the targeting seems to be determined ''before'' the damage is dealt, so the attacks will sometimes be spent doing massive overkill to one weak enemy in the group instead of spreading the pain around when a single hit could wipe out each of them.
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