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->''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.''
-->-- ''[[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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* ''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.
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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 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.

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* ''VideoGame/ChronoTrigger'' has an enemy that does either an attack that does exactly [[ScratchDamage 1 hp HP of damage, 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.
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The 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 a maximum of only 700 HP, whereas a StoneWall with a maximum of 3,000 HP would no doubt brush it off as OnlyAFleshWound.)

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The 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 a maximum of only 700 HP, whereas a StoneWall with a maximum of 3,000 over 9,000 HP would no doubt brush it off as OnlyAFleshWound.)
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Many games (especially {{RPG}}s) 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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Many games (especially {{RPG}}s) [[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.



* ''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.

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* ''VideoGame/JadeCocoon2'': ''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.
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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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*** ''[[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]] PercentBasedValues healing.

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