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1->''Do you become violently enraged at your dice as if they were sentient, sapient beings capable of conspiring against you? Show those little fuckers who's boss with '''By The Way, I Know Everything'''. Never roll damage again.''
2-->-- ''[[https://www.tumblr.com/vexwerewolf/701919090911182848/what-if-i-just-posted-all-26-of-the-lancer-mech Tumblr user VexWerewolf]]'' on ''TabletopGame/{{Lancer}}'''s Pegasus-pattern mech
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4Many games (especially [[RolePlayingGame RPGs]]) feature complex systems for determining how much damage is meted out in combat; the attacker's strength and/or skill, the defender's armor, ElementalRockPaperScissors... even the LuckStat may play a part to determine what happens when a character is hit.
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6But a Fixed Damage Attack ignores all this, and instead causes a fixed, predictable amount of damage each time it is used, regardless of all the normal rules.
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8The amount of damage is often a ''very'' specific, exact number -- for example, an EldritchAbomination might prefer a spell causing exactly [[NumberOfTheBeast 666]] points of damage to whomever it is used against. (This is obviously a dire threat to a SquishyWizard with only 700 HP, whereas a StoneWall with over 9,000 HP would no doubt brush it off as OnlyAFleshWound.)
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10Unfortunately, if the player can acquire one of these skills themselves, it will usually become a UselessUsefulSpell because many RPG systems give [[HealthDamageAsymmetry monsters more HP than the players]], and the fixed amount of damage ceases to remain useful as the player progresses to stronger monsters -- though if acquired ''very'' early on, it could also double as a DiscOneNuke. (It could also provide a OneHitKill against the MetalSlime's low HP and impenetrable defense).
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12As 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 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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14While this is called an "attack" trope, the main idea is the dealing of fixed changes to combat-relevant stats, so healing counts too.
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16Compare and contrast PercentDamageAttack, which is also exempt from normal damage rules. Contrast RandomizedDamageAttack, the total inverse of this, where you can't control how much damage a particular attack deals (or have '''''very little''''' control; it also tends to be exempt from normal damage rules), as well as SituationalDamageAttack, when you can make an attack stronger by manipulating a certain variable.
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18See also ScratchDamage and {{Cap}}, when a fixed amount of damage occurs for different reasons. Can lead to a DeathOfAThousandCuts.
19
20----
21
22!Examples:
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24[[foldercontrol]]
25
26[[folder:Anime and Manga]]
27* In the ''Franchise/{{Nasuverse}}'', Leonardo da Vinci's Noble Phantasm does this in lore. In part by her own brilliance and in part with the help of her glasses and mechanical arm, she instantly picks apart the mechanism of any defense and recompiles her own Noble Phantasm to bypass it, ''forcefully dealing a fixed set damage'' that ignores [[AntiMagic Magic Resistance]], defensive Skills and *even defensive Noble Phantasms*. In a setting with as much Conceptual Magic and weird idiosyncratic abilities as the Nasuverse, dealing absolute constant damage is a hell of an achievement. Sadly, [[GameplayAndStorySegregation in gameplay]] her NP isn't quite that good, but even there it ignores all "normal" (i.e. not PlotArmor) defense boosts and even outright invulnerability.
28[[/folder]]
29
30[[folder:Literature]]
31* 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.
32[[/folder]]
33
34[[folder:Tabletop Games]]
35* ''TabletopGame/{{Lancer}}'': The HORUS Pegasus-pattern mech has the option to use "By The Way, I Know Everything" to outright skip rolling damage and just using the given average of the roll from the get-go. Its Ushabti Omnigun qualifies all by itself too, bearing an AlwaysAccurateAttack with NoSavingThrow: Every turn, you decide someone within range simply takes a single point of damage, no ifs or buts.
36* Weapons in ''TabletopGame/ApocalypseWorld'' and most [=RPGs=] 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.
37* ''TabletopGame/DungeonsAndDragons'', ''Deities & Demigods Cyclopedia''.
38** American Indian (Myth/NativeAmericanMythology) mythos
39*** The deity Shakak does 20 HitPoints of cold damage per minute to any creature within 30 yards of him.
40*** The thunder bird can cast a lightning bolt up to 300 yards away that does 30 HitPoints of damage.
41** Central American (Myth/AztecMythology) mythos
42*** The deity Huhueteotl can fire a beam of light up to 2 miles that does 50 HitPoints of damage.
43*** The deity Tlaloc can use a bolt of lightning as a weapon. It does 40 HitPoints of damage to opponents wearing armor, 30 HitPoints of damage to anyone wearing clothes, and 20 HitPoints of damage to bare flesh.
44** Babylonian mythos (Myth/MesopotamianMythology)
45*** The mace of the deity Druaga does 35 HitPoints of damage per hit.
46*** The deity Anshar can fire a beam of darkness up to 300 yards that does 40 HitPoints of damage.
47*** Any creature within 10 feet of the deity Girru takes 10 HitPoints of damage per minute.
48*** When the deity Ramman is struck sparks will fly, doing 30 HitPoints of damage to any creature within 30 feet. Ramman can cast lightning bolts that 30 HitPoints of damage. Any creature struck by the deity's 10 foot long mallet takes 30 HitPoints of damage.
49** Myth/CelticMythology
50*** In battle, the deity Brigit does 30 HitPoints of fire damage to any creature within 30 feet of her.
51*** If anyone abuses a weapon created by the deity Goibhnie, they will be hit by a thunderbolt causing 50 HitPoints of damage.
52** Myth/ChineseMythology
53*** The Dancing Sword of Lightning fires a lightning bolt that does 30 HitPoints of damage.
54*** The deity No Cha has a spear that does 30 HitPoints of damage per hit.
55** Myth/EgyptianMythology
56*** The deity Shu has a fiery aura that causes 25 HitPoints of damage to any creature who touches him (or if he grabs them).
57*** The deity Tefnut can throw lightning bolts up to 1,000 yards that do 24 HitPoints of damage.
58*** For healing, Geb has a staff that gives GradualRegeneration of RegeneratingHealth of 25 HitPoints of damage on its wielder per minute.
59** Finnish mythology (Literature/TheKalevala). The deity Kiputytto can cast a sickness that causes 5 HitPoints of damage per minute on the target.
60** Myth/GreekMythology. When the goddess Hera is angry, hearing her harsh voice causes 20 HitPoints of damage to every creature within 50 yards.
61** Myth/JapaneseMythology
62*** The deity Ama-Tsu-Mara has a 12 foot long axe that does 45 HitPoints of damage per hit.
63*** The deity Daikoku's mallet does 20 HitPoints of damage.
64*** The deity Susanowo can cast lightning bolts that do 30 HitPoints of damage and his armor does 20 HitPoints of heat damage to anyone within 10 feet.
65*** The deity Sukiyomi's pike hits for 40 HitPoints of damage.
66** Newhon mythos (''Literature/FafhrdAndTheGrayMouser'')
67*** The deity Kos's broadsword does 50 HitPoints of damage to anyone but him who touches it.
68*** The leviathan does 30 points of hull damage per minute to any ship it attacks.
69** Myth/NorseMythology
70*** The deity Odin's Rune Wand drains 100 HitPoints from anyone who touches it.
71*** The deity Hel can cause 5 HitPoints of damage to any creature just by looking at them. There is an aura of withering withing 90 yards of her that causes 20 HitPoints of damage.
72*** The deity Modi has a vorpal blade that inflicts 25 HitPoints of damage per hit.
73*** Myth/NorseMythology. Eating one of the apples of Idun cures 50 HitPoints of damage per bite.
74** Sumerian mythos (Myth/MesopotamianMythology)
75*** The deity Enlil can throw lightning bolts that do 40 HitPoints of damage up to a mile away and has a stone axe that does 50 HitPoints of damage per hit.
76*** The deity Enki has a small green jade mace that does 35 HitPoints of damage on a hit.
77*** The goddess Inanna possesses a small brass axe that does 25 HitPoints of damage.
78*** The deity Nanna-Sin has a black axe that does 30 HitPoints of damage per hit.
79*** The sun deity Utu can fire beams of light that do 20 HitPoints of damage.
80** 3[[superscript:rd]] Edition: In regards to healing, the bottom-[[SpellLevels level]] "Cure Minor Wounds" spell {{heal|ingHands}}s a single {{Hit Point|s}} - a small fraction of any starting PC's hit points, except an unusually SquishyWizard, but the minimum needed to keep someone from going into a nearly-dying state when applied at 0 HP. Its secondary effect, to stabilize a [[OnlyMostlyDead dying character]] with no need for a Heal skill test, remains useful for longer, before RocketTagGameplay sets in.
81** 3.0 and 3.5 Edition had the Metamagic feat Maximize Spell. You cast a spell using a slot three levels higher than the spell's normal level (so, for example, ''Fireball'', which was a 3rd level spell normally required a 6th level spell slot), but in return you automatically get the maximum die-variable numeric effect of the spell. So the previously mentioned ''Fireball'' normally dealt 10d6 damage but Maximized automatically dealt 60. There was also Maximize Spell's epic level big brother: Intensify Spell, which caused the spell to automatically get ''double'' the normal die-variable maximum effect, so an Intensified ''Fireball'' would automatically inflict 120 damage. [[UselessUsefulSpell By the time you could use it, it was no longer relevant]].
82** 4th Edition's magic missile was an unusual case: in all previous editions, it was an AlwaysAccurateAttack with no saving throw. In 4th Edition, they made it target the enemy's reflex defense like most spells. Most players [[TheyChangedItNowItSucks didn't like this one bit]], so much that they eventually changed it to always hit (no attack roll required) but only do either 2,3 or 5 damage (depending on level) +any relevant modifiers, rather than rolling damage every time like almost every other spell. It was still ''very'' useful on [[OneHitPointWonder minions]], as unless they had some force resistance they would always get killed in one hit.
83** 5th Edition’s version of the Marut has an [[AlwaysAccurateAttack Unerring Slam]] attack which always does 60 points of force damage, and a HerdHittingAttack which inflicts 45 points of radiant damage to everything within a 60-foot cube.
84** The ''Guardian of Faith'' spell summons a GuardianEntity which lashes out at any hostile creature that comes within its reach. If the creature fails its save against the spell, it takes 20 radiant damage; otherwise, it takes 10 radiant damage.
85** The Cleric and Paladin can get ''Beacon of Hope'', a buff makes healing spells into this. Under the effects of the Beacon of Hope, any time a healing spell affects something, it heals the maximum amount that the dice could potentially heal with it (a 3d8 healing spell would always heal 24 hit points, 5d8 would always heal 40 hit points, etc). If a Cleric takes the Life Domain, when they reach Cleric Level 17, they get the Supreme Healing passive which always causes their healing spells to do this.
86* ''TabletopGame/TheOneRing'': Attacks deal a fixed amount of damage that's determined by the weapon, while a [[CriticalHit Great or Extraordinary success]] on an attack roll also adds one or two times the attacker's Body score to the damage.
87[[/folder]]
88
89[[folder:Video Games]]
90* In ''VideoGame/BleachBraveSouls'', any character afflicted with the "Weaken" ailment will do just 1 damage with ''all'' of their attacks until it wears off.
91* ''VideoGame/BraveHeroYuusha'': the Mettle Strike "always deals 2 damage."
92* ''VideoGame/BravelyDefault'' has attack items that 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 (possibly more with additional element-boosting skills).
93* ''VideoGame/BreathOfFire'':
94** 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.
95** 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.
96* In ''VideoGame/CastlevaniaCircleOfTheMoon'', the Diana card gives your whip projectiles, but the strength of their attack is unaffected by leveling up. This makes them one hit kills for early enemies and the first boss, but by the end of the game, your normal whip attack will inflict more damage than most of them, although they are still very useful.
97* ''VideoGame/ChronoTrigger'' has an enemy that does either an attack that does exactly [[ScratchDamage 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.
98* 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.
99* 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.
100* ''VideoGame/DigitalDevilSaga 2'' has Seth and his Desert Wind attack, which leaves its target with 150 HP before forcing them out of the fight.
101* 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.
102* ''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.
103* 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.
104* 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:
105** ''VideoGame/EpicBattleFantasy3'': All of the healing items' effects:
106*** Kiwi: "Heals an ally for 300 HP."
107** ''VideoGame/EpicBattleFantasy4'': After the Battle Mountain update, most healing items' effects:
108*** Kiwi: "Heals an ally for 300 HP."
109*** 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."
110*** 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."
111* 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'.
112* ''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.
113* 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.
114* 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 "100,000 Needles", able to [[OneHitKO inflict more damage than the player's maximum HP cap]].
115** The Advance port of ''VideoGame/FinalFantasyV'' adds 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.
116** In ''VideoGame/FinalFantasyVI'', "10,000 Needles" is executed as "1000 Needles" 10 times in a row, each usage targeting a random standing party member.
117** Cactrot Rapido in ''VideoGame/FinalFantasyXI'' also has the above version of 10000 Needles. 1000 damage per hit is still a heavy amount, but players can band together in large groups (up to ''eighteen players'', in fact; and that's not counting whatever pets, [=NPCs=], or summons that each player can bring alongside them to soak up damage while the humans keep their distance).
118** ''VideoGame/FinalFantasyIX'' has several of these attacks usable by the player:
119*** Freya's Dragon Crest, which does damage dependent on the number of dragons the player has killed throughout the game;
120*** Zidane's Thievery, doing damage based on the number of successful steals, and his Lucky Seven, which does either 7, 77, 777, or 7777 damage if Zidane's HP currently ends in 7;
121*** Quina's Frog Drop, which does damage according to how many frogs you've caught, and his/her Limit Glove, which does 9999 damage if s/he has exactly 1 HP remaining.
122** ''VideoGame/FinalFantasyVI'' also features the "Step Mine" / "Traveller" Blue Magic for Strago, which inflicts one point of damage for every 32 steps the player has walked ''from the beginning of the game.'' (To balance this, its cost is proportional to the player's gameplay hours.)
123** In ''VideoGame/FinalFantasyVIII'', the {{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.
124** The Jumbo Cactuar adds insult to injury when performing 10,000 Needles, leaning over the victim before clogging that part of the screen with a thousand "10"s.
125** Similar to the Thievery example above, ''VideoGame/FinalFantasyVII'' had a rare status effect (for lack of a better term) called "All Lucky 7s" where any character with exactly 7777 HP would fly into an UnstoppableRage and unleash a series of attacks that always cause 7777 damage ''per hit''. However, it reduces the player's HP to one after battle. (But if the player is lucky enough to build one character with a ''maximum'' of 7777 HP....)
126*** {{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.
127*** 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''.).
128** In ''VideoGame/FinalFantasyX'', two of Rikku's [[LimitBreak Mixes]] give this to your party; the Quartet of 9 makes one ally always hit for a minimum of 9999 damage or healing, and the Trio of 9999 does this to everyone currently battling. It won't reduce your power, so if you have a Break Damage Limit weapon equipped, its wielder will continue to hit above 9999. The best uses of this are with Yuna's Pray to fully heal everyone and any attack that hits multiple times, particularly ones like Rikku's elemental gems that are normally pretty weak.
129** In ''VideoGame/FinalFantasyX2'', the "Cat Nip" accessory caused the user's attacks to inflict a fixed 9999 points damage any time time their HP dropped below half. (It could also combine with the Gunner's multi-hit "Trigger Happy" and Lady Luck's "Dice" skills in the original release, with almost GameBreaker results; the International and HD re-releases also caused the accessory to inflict Berserk so that strategy won't work) Another, secret and more [[GuideDangIt obscure]] attack is Finale, which deals 99,999 damage. One Boss has Lightfall, which inflicts 5,000 to the entire party.
130** The Gil Toss move used by Jugglers in ''VideoGame/FinalFantasyTacticsAdvance''. You use 30 gil to attack, and as long as it hits, it'll always to 30 damage, no matter the enemy.
131** The [[BossInMookClothing Tonberry]]'s Karma/Grudge move does damage proportional to number of enemies that the target killed (or the number of Tonberries the party killed). The damage tends to scale up to OHKO levels quickly.
132** Multiple ''Final Fantasy'' games, starting with ''VideoGame/FinalFantasyV'', feature an ability called Revenge, which does damage equal to the difference between your maximum hit points and your current hit points.
133** The Bomb SummonMagic, a [[RandomlyDrops rare drop]] from Bomb-type enemies in ''VideoGame/FinalFantasyIV'', would deal damage equal to Rydia's current hit points to one random enemy. While somewhat hampered by the fact that Rydia is a SquishyWizard (thus having low maximum HP and poor defenses, even on the back row), its low cost make it potentially the most cost-effective damage spell in the game.
134** ''VideoGame/FinalFantasyIV'' also has an enemy-exclusive attack called Globe 199/Object 199 that always does [[OneHitKO 9999]] damage.
135** ''VideoGame/FinalFantasyTactics'' has the Drain and Osmose spells work like this, doing a percentage of the target's maximum hit points or magic points respectively as damage (and healing the same amount). These spells work on anything not undead. [[GameBreaker This includes the final boss]].
136** ''VideoGame/FinalFantasyXII'' lets ''you'' use 1000 Needles. It also has the [[SummonMagic Esper Zodiark]], whose [[LimitBreak ultimate attack]] does exactly 50,000 damage and is (oddly) NonElemental.
137*** The gun weapons from the same game deal damage directly dependent on the user's attack stat, which depends on the gun equipped as well as the ammunition. Measures function the same way, though their attack is low and they give beneficial statuses to whoever they hit, so they're supposed to be used on party members, instead.
138** In addition to regular Cactuars that do the expected moves, {{Freemium}} game ''VideoGame/FinalFantasyBraveExvius'' will sometimes have a showcase mission (to show off new units with storyline importance) that pits the player against a high-HP Cactuar that repeatedly only uses 10 Needles. Yes, it only does 10 damage, and the absolute weakest character in the game has over 100 at base. It's PlayedForLaughs, and said fight is meant to let the player try out the newly released unit for free and thus encourage them to spend resources trying to get it from the gacha.
139* ''Franchise/FireEmblem'':
140** 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.
141** 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.
142** 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).
143** 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.
144** 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.
145** 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.
146* ''VideoGame/GoingUnder'': The "Cancellr" app deals 100 damage to a targeted basic enemy and ignores their armor.
147* ''VideoGame/GranblueFantasy'': The Poison status effect, including Damage-Over-Time debuffs act like this trope in the game. Poisoned characters or enemies take a fixed Non-Elemental damage per turn until the debuff expires.
148* Feena's End of the World spell in ''VideoGame/{{Grandia}}'' will always hit for 999 non-elemental damage.
149* ''VideoGame/{{Hades}}'': Each weapon has two attacks, a regular and special attack. These always do the same amount of damage without any random elements. The game has buffs from Boons and gifts, but these either add a flat damage bonus or increase all damage by a percentage, ensuring that the amount of damage per attack remains entirely predictable. Subverted if Zagreus takes boons from [[CriticalHitClass Artemis]], as her CriticalHit mechanic occurs at random.
150* 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.
151* ''VideoGame/JadeCocoon 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.
152* ''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.
153* In ''VideoGame/LufiaTheLegendReturns'', there are several of these attacks:
154** 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.
155** 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.
156** 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.
157* ''VideoGame/MegaManXCommandMission'' has the 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.
158* ''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.
159* 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.
160** There's also the Bottle rockets from ''VideoGame/EarthBound1994'', which do about 120 HP of damage.
161* ''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.
162* ''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.
163* ''VideoGame/Persona3'':
164** 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 {{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.
165** There's also {{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.)
166* ''Franchise/{{Pokemon}}'': It comes in attacks, and healing:
167** There's a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or, in most cases, 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.
168*** "Sonic Boom" inflicts a fixed 20 points of damage on anything but Ghosts, who are immune to Normal-type attacks.
169*** "Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies, who are immune to Dragon-type attacks. Notably, Dragon Rage was the ''only'' damage-dealing Dragon-type move in Generation I, making its ElementalRockPaperScissors effects completely meaningless.
170*** "Night Shade" and "Seismic Toss" inflict a fixed amount of damage equal to the user's Level. Normal-types are immune to Night Shade, while Ghosts are immune to Seismic Toss (after Gen I).
171*** "Psywave" is a strange one: It inflicts a ''randomly selected'' amount of damage ranging from 50% to 150% of the user's level, regardless of all other factors, against anything but Dark-types, who are immune to its element. Despite being introduced in Gen I, no Pokémon could actually learn the move naturally until the following generation.
172*** "Counter" [[CounterAttack inflicts damage to the opponent equal to double the physical damage the user just took]], while "Mirror Coat" does the same thing for special damage. A third move, "Metal Burst", can counter any type of attack but inflicts only 1.5x damage.
173*** Gen II introduced "Pain Split" divides the user's and opponent's HP equally between them, thus functioning as a LifeDrain for whichever Pokemon has the lower HP (ideally the user). Until Gen IV, it was [[SignatureMove exclusive to Misdreavus]].
174*** "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 HPTo1. Then on the next turn, it uses an ActionInitiative move like Quick Attack, defeating its opponent through CherryTapping.
175*** Gen V brought us "Final Gambit", which causes the user to faint, but inflicts damage equal to however much HP the user had remaining before using it. Funnily enough, it's possible via breeding to have OneHitPointWonder Shedinja know this move.
176*** When Pyukumuku is KO'd, its ability "Innards Out" inflicts damage to the attacker equal to its previous HitPoints.
177** On the healing side:
178*** All games have levels of potion that heal a certain number of HP, so you have to buy larger potions. regular Potion=20 HP, Super Potion=50 HP, Hyper Potion=200 HP, then there's the final Max Potion, which uses PercentBasedValues and heals 100% of the HP.
179*** ''[[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 PercentBasedValues healing.
180* ''VideoGame/PrayerOfTheFaithless'': Shadow Jab does 5 damage. "Ignores armor and SP reduction."
181* In ''VideoGame/RuneScape'', Nomad 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.
182* ''VideoGame/SagaFrontier'' has the enemy skill Centipede Crush, which does 100 damage.
183** 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.
184* ''VideoGame/ScienceGirls'': Multiple, all from Heather.
185** Her Better Slingshot deals a small, fixed amount of damage that can't be blocked and isn't affected by DamageReduction.
186** 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.
187* ''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!'''
188* 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.
189* ''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.
190** 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]]]].
191* 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]]).
192* 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.
193* The rarity-5 enemy yari in ''VideoGame/ToukenRanbu'' always deals fixed damage regardless of your sword's level or leadership stat. Add to that its ridiculously high speed, which allows it to almost always attack first, and the yari class's ability to [[ArmorPiercingAttack bypass troops]] and you have a nightmare on your hands.
194* ''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.
195* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The final boss of the Nightmare Dimension has an attack that does [[{{Cap}} 9999]] damage if unblocked, and 4999 damage if blocked.
196* ''VideoGame/{{Wargroove}}'': Sedge's [[LimitBreak groove]] always deals 35% damage to all targets no matter how damaged the target or Sedge is.
197* ''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...
198* Many old [=RPGs=] in general, such as ''VideoGame/{{Wizardry}}'', had spells deal fixed damage.
199* 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.
200* ''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.
201** ''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.
202*** 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]].
203*** 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.
204* ''VideoGame/{{Xenosaga}}'' uses this in Episode III, against [[spoiler:Citrine, Jr's "sister"]], a boss you fight on the Durandal. One attack dropped all targets' HP to exactly 666. The next attack does - you guessed it - 666 damage exactly. If the enemy boosted after the first attack, well, kiss your ass goodbye.
205[[/folder]]

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