Follow TV Tropes

Following

History Main / FixedDamageAttack

Go To

OR

Added: 295

Changed: 351

Is there an issue? Send a MessageReason:
None


* In ''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'.

to:

* ''VideoGame/LastScenario'' has a mushroom PaletteSwap with a "One Thousand Spores" attack, a clear ''FinalFantasy'' series ShoutOut.
* In ''ExitFate'', 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'.

Added: 143

Changed: 391

Is there an issue? Send a MessageReason:
None


* The ''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 [[MegaManning Blue Magic skill]].
** There are also a few stronger versions, like "10,000 Needles" and even "[[UpToEleven 100,000 Needles]]", which inflict more damage than the player's ''maximum HP cap''.
** In ''FinalFantasyVI'', "10000 needles" is executed as "1000 Needles" ''10 times in a row'', each of which can strike the same or different party members.

to:

* The ''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 [[MegaManning Blue Magic skill]].
** There are also a few stronger versions, like
skill]].\\
\\
Stronger versions exist, such as
"10,000 Needles" and even "[[UpToEleven 100,000 Needles]]", which able to [[OneHitKO inflict more damage than the player's ''maximum maximum HP cap''.
**
cap]].\\
\\
In ''FinalFantasyVI'', "10000 "10,000 needles" is executed as "1000 Needles" ''10 10 times in a row'', row, each of which can strike the same or different usage targeting a random standing party members.member.
Is there an issue? Send a MessageReason:
None


Unfortunately, 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. ([[ReviveKillsZombie Ironically]], it could also provide a OneHitKill against the MetalSlime's infamously low HP and impenetrable defense).

to:

Unfortunately, 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. ([[ReviveKillsZombie Ironically]], it (It could also provide a OneHitKill against the MetalSlime's infamously low HP and impenetrable defense).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** 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.
Is there an issue? Send a MessageReason:
Forgot, not technically fixed


* ''LeagueOfLegends'' features several True Damage abilities. These ignore an enemies Armour and Magic Resist, as well as any damage reduction abilities, but can still be stopped by abilities that cancel or totally absorb an incoming attack.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''LeagueOfLegends'' features several True Damage abilities. These ignore an enemies Armour and Magic Resist, as well as any damage reduction abilities, but can still be stopped by abilities that cancel or totally absorb an incoming attack.
Is there an issue? Send a MessageReason:
Fixed spelling


** ''FinalFantasyX'' prpbably had the strongest Poison, removing ''25 percent'' of a character's maximum HP per turn, guaranteed to kill him in four turns unless healed.

to:

** ''FinalFantasyX'' prpbably probably had the strongest Poison, removing ''25 percent'' of a character's maximum HP per turn, guaranteed to kill him in four turns unless healed.
Is there an issue? Send a MessageReason:
None


* ''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]].

to:

* ''SuperMarioRPG'' ''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]].
Is there an issue? Send a MessageReason:
None


** No mention of [[BossInMookClothing Tonberry's]] Karma/Grudge or Step Mine moves? The former does damage proportional to number of enemies that the target killed (or the number of Tonberries the party killed), while the latter does damage equivalent to the number of steps the player has taken divided by 32. And then there's their [[OneHitKill 9999]] damage knife attack...

to:

** No mention of [[BossInMookClothing Tonberry's]] Karma/Grudge or Step Mine moves? The former move? It does damage proportional to number of enemies that the target killed (or the number of Tonberries the party killed), while the latter does damage equivalent to the number of steps the player has taken divided by 32.killed). And then there's their [[OneHitKill 9999]] damage knife attack...
Is there an issue? Send a MessageReason:
None


** No mention of Tonberry's Karma/Grudge or Step Mine moves? The former does damage proportional to number of enemies that that target killed (or the number of Tonberries the party killed), while the latter does damage equivalent to the number of steps the player has taken divided by 32.

to:

** No mention of Tonberry's [[BossInMookClothing Tonberry's]] Karma/Grudge or Step Mine moves? The former does damage proportional to number of enemies that that the target killed (or the number of Tonberries the party killed), while the latter does damage equivalent to the number of steps the player has taken divided by 32.32. And then there's their [[OneHitKill 9999]] damage knife attack...
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** No mention of Tonberry's Karma/Grudge or Step Mine moves? The former does damage proportional to number of enemies that that target killed (or the number of Tonberries the party killed), while the latter does damage equivalent to the number of steps the player has taken divided by 32.
Is there an issue? Send a MessageReason:
A Pokemon entry was incorrect due to mistranslation.


** The Fifth generation adds "Desperation", which causes the user to faint but inflicts damage equal to however much HP the user lost (maximum - current) before using it.

to:

** The Fifth generation adds "Desperation", "Final Gambit", which causes the user to faint but inflicts damage equal to however much HP the user lost (maximum - current) had remaining before using it.
Is there an issue? Send a MessageReason:
None


* Cactrot Rapido in ''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)

to:

* Cactrot Rapido in ''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, [=NPCs=], or summons that each player can bring alongside them to soak up damage while the humans keep their distance)
Is there an issue? Send a MessageReason:
None


As a means of averting this, some systems may link to 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 {{Standard Status Buff}}s that affect attack or defense powers), and still inflicts a set, predictable amount of damage every time it is used.

to:

As a means of averting this, some systems may link to 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 {{Standard Status Buff}}s StandardStatusEffects that affect attack or defense powers), and still inflicts a set, predictable amount of damage every time it is used.






* In many RPGs, characters suffering from the [[StandardStatusEffects "Poison" status]] will often receive a fixed amount of damage at regular intervals; this may be a specific number, or a fixed percentage of their maximum HP. In either case, damage from Poison is exempt from the rules governing attacks and defense.
** ''FinalFantasyX'' prpbably had the strongest Poison, removing ''25 percent'' of a character's maximum HP per turn, guaranteed to kill them in four turns unless healed.

to:

* In many RPGs, [=RPGs=], characters suffering from the [[StandardStatusEffects "Poison" status]] will often receive a fixed amount of damage at regular intervals; this may be a specific number, or a fixed percentage of their maximum HP. In either case, damage from Poison is exempt from the rules governing attacks and defense.
** ''FinalFantasyX'' prpbably had the strongest Poison, removing ''25 percent'' of a character's maximum HP per turn, guaranteed to kill them him in four turns unless healed.
healed.



** In ''FinalFantasyVI'', "10000 needles" is executed as "1000 Needles" ''ten times in a row'', each of which can strike the same or different party members.

to:

** In ''FinalFantasyVI'', "10000 needles" is executed as "1000 Needles" ''ten ''10 times in a row'', each of which can strike the same or different party members.



** "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.

to:

** "Psywave" is a strange one: It inflicts a ''randomly-selected'' ''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.



* In ''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 only be avoided by the StatusBuff 'Blink'.
* The first ''{{Breath Of Fire}}'' game has the E. Key which is gained early in the game. It does 30 damage to all enemies. Very useful when you first get it because it does more damage than the {{Staff Chick}} does.
----

to:

* In ''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 only be avoided only by the StatusBuff 'Blink'.
* The first ''{{Breath Of of Fire}}'' game has the E. Key which is gained early in the game. It does 30 damage to all enemies. Very useful when you first get it because it does more damage than the {{Staff Chick}} does.
----
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In {{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.
Is there an issue? Send a MessageReason:
another example, different use than others

Added DiffLines:

* The first ''{{Breath Of Fire}}'' game has the E. Key which is gained early in the game. It does 30 damage to all enemies. Very useful when you first get it because it does more damage than the {{Staff Chick}} does.

Added: 489

Removed: 508

Is there an issue? Send a MessageReason:
None


* In many RPGs, characters suffering from the [[StandardStatusEffects "Poison" status]] will often receive a fixed amount of damage at regular intervals; this may be a specific number, or a fixed percentage of their maximum HP. In either case, damage from Poison is exempt from the rules governing attacks and defense.
** ''FinalFantasyX'' prpbably had the strongest Poison, removing ''25 percent'' of a character's maximum HP per turn, guaranteed to kill them in four turns unless healed.



** In FinalFantasyX where [[UniversalPoison Poison]] TookALevelInBadass counts as well. [[UselessUsefulSpell As long as you land the effect.]] Anything not immune to poison ''will die'' after four turns or less if not cured, as it takes off a whopping 25% of your Max HP after every turn. Things will go straight to hell very fast if your entire party is either asleep or confused and blinded while poisoned and the enemy just waits or uses magic only. [[BossInMookClothing You know what I'm talking about.]]
Is there an issue? Send a MessageReason:
None


Unfortunately, if the player can acquire one of these skills themselves, it will usually become a UselessUsefulSpell because many RPG systems give [[HealthDamageAssymetry 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. ([[ReviveKillsZombie Ironically]], it could also provide a OneHitKill against the MetalSlime's infamously low HP and impenetrable defense).

As a means of averting this, some systems may link to 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 StandardStatusBuffs that affect attack or defense powers), and still inflicts a set, predictable amount of damage every time it is used.

to:

Unfortunately, if the player can acquire one of these skills themselves, it will usually become a UselessUsefulSpell because many RPG systems give [[HealthDamageAssymetry [[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. ([[ReviveKillsZombie Ironically]], it could also provide a OneHitKill against the MetalSlime's infamously low HP and impenetrable defense).

As a means of averting this, some systems may link to 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 StandardStatusBuffs {{Standard Status Buff}}s that affect attack or defense powers), and still inflicts a set, predictable amount of damage every time it is used.

Added: 265

Changed: 4973

Removed: 323

Is there an issue? Send a MessageReason:
None


Many games, especially {{RPG}}s, feature complex systems for determining how much damage is meted out in combat -- the attacker's physical strength and/or skill with a given weapon, the defender's armor, ElementalRockPaperScissors, even the LuckStat may play a part to determine what happens when a character is hit.

But a FixedDamageAttack ignores these calculations altogether, and instead causes a fixed, predictable number of damage each time it is used, regardless of who used it or who got hit. Because it ignores the target's defensive powers, it inherently becomes an ArmorPiercing attack.

Usually, the damage dealt is a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative to the combatants' HitPoints and nothing else; if an EldritchAbomination casts a spell that always inflicts an exact 666 damage, this will be a dire threat to the SquishyWizard and his 777 HP, while the MightyGlacier's reserve of 10,000 HP will allow him to shrug it off as just a minor nuisance.

Unfortunately, in systems where monsters have [[HealthDamageAsymmetry higher HP totals than the player]], these attacks are invariably [[UselessUsefulSpell less deadly to monsters]] than to the player. (On the other hand, it may be provide a OneHitKill against the MetalSlime's infamous combination of low HP and otherwise-impenetrable Defense....)

Occasionally, the amount of damage may be linked in some manner to one of the user's stats (like their overall experience level, number of gameplay hours, or maximum HP), to prevent it from becoming a GameBreaker should the player [[DiscOneNuke acquire it early on]], and simultaneously allow it to remain useful even in the endgame. However, it is still unaffected by normal damage calculations, and status effects designed to affect attack or defense powers have no effect on a FixedDamageAttack. For example, a spell that always inflicts damage exactly equal to the user's current HP is a FixedDamageAttack, despite that it will become stronger as the character's maximum HP increases, and that it is obviously more effective if the user can be at full health before casting it.

Compare and contrast PercentDamageAttack, which is also exempt from normal damage calculations.

to:

Many games, especially {{RPG}}s, games (especially {{RPG}}s) feature complex systems for determining how much damage is meted out in combat -- combat; the attacker's physical strength and/or skill with a given weapon, skill, the defender's armor, ElementalRockPaperScissors, ElementalRockPaperScissors ... even the LuckStat may play a part to determine what happens when a character is hit.

But a FixedDamageAttack ignores these calculations altogether, all this, and instead causes a fixed, predictable number of damage each time it is used, regardless of who used it or who got hit. Because it ignores all the target's defensive powers, it inherently becomes an ArmorPiercing attack.

Usually, the
normal rules.

The amount of
damage dealt is often a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative to the combatants' HitPoints and nothing else; if specific, exact number -- for example, an EldritchAbomination casts might prefer a spell that always inflicts an exact 666 damage, this will be causing exactly [[NumberOfTheBeast 666]] points of damage to whomever it is used against. (This is obviously a dire threat to the a SquishyWizard and his 777 with a maximum of only 700 HP, while the MightyGlacier's reserve whereas a MightyGlacier with a maximum of 10,000 3,000 HP will allow him to shrug would no doubt brush it off as just a minor nuisance.

Unfortunately, in systems where monsters have [[HealthDamageAsymmetry higher HP totals than the player]], these attacks are invariably [[UselessUsefulSpell less deadly to monsters]] than to the player. (On the other hand, it may be provide a OneHitKill against the MetalSlime's infamous combination of low HP and otherwise-impenetrable Defense....
OnlyAFleshWound.)

Occasionally, Unfortunately, if the player can acquire one of these skills themselves, it will usually become a UselessUsefulSpell because many RPG systems give [[HealthDamageAssymetry monsters more HP than the players]], and the fixed amount of damage may be linked in some manner to one of the user's stats (like their overall experience level, number of gameplay hours, or maximum HP), to prevent it from becoming a GameBreaker should the player [[DiscOneNuke acquire it early on]], and simultaneously allow it ceases to remain useful even in as the endgame. player progresses to stronger monsters -- though if acquired ''very'' early on, it could also double as a DiscOneNuke. ([[ReviveKillsZombie Ironically]], it could also provide a OneHitKill against the MetalSlime's infamously low HP and impenetrable defense).

As a means of averting this, some systems may link to 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 unaffected by exempt from the normal damage calculations, and status effects designed to mechanics (including StandardStatusBuffs that affect attack or defense powers have no effect on a FixedDamageAttack. For example, a spell that always powers), and still inflicts a set, predictable amount of damage exactly equal to the user's current HP is a FixedDamageAttack, despite that it will become stronger as the character's maximum HP increases, and that every time it is obviously more effective if the user can be at full health before casting it.

used.

Compare and contrast PercentDamageAttack, which is also exempt from normal damage calculations.
rules.



* ''FinalFantasy'' series:
** Cactuar (anthropomorphic cacti) toss a Fixed Damage Attack called One Thousand Needles at at you at times. Especially annoying if your HP is capped at 999. Some later games also have a 10,000 Needles attack. Guess what that does. Since the HP Cap in almost every game in the series is less then that. And even in the ''one'' game that can break the 9999 HP limit (up to 99,999), there is an enemy which uses "99,999 Needles." Needless to say, that's instant death, no matter your HP. And this entire attack series is armor piercing...\\
\\
In ''FinalFantasyVI'', 10000 needles is "1000 needles ten times", and each 1000-needles attack can target a different character. Cactrot Rapido in ''FinalFantasyXI'' will hit you with 10000 Needles. 1500 HP is quite a bit for a character in this game. Not quite so bad, though, as up to ''eighteen players'' can simultaneously fight an enemy in ''FFXI''; plus those players can all have pets, [=NPCs=], or summons. Effectively, you can intentionally have up to 36 characters to spread the damage across-- and that's if you don't throw pets at him and have humans stay back.

to:

* The ''FinalFantasy'' series:
** Cactuar
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) toss species. Often, the player can acquire this as a Fixed Damage Attack called One Thousand Needles at at you at times. Especially annoying if your HP is capped at 999. Some later games [[MegaManning Blue Magic skill]].
** There are
also have a 10,000 Needles attack. Guess what that does. Since the HP Cap in almost every game in the series is less then that. And few stronger versions, like "10,000 Needles" and even in the ''one'' game that can break the 9999 HP limit (up to 99,999), there is an enemy "[[UpToEleven 100,000 Needles]]", which uses "99,999 Needles." Needless to say, that's instant death, no matter your HP. And this entire attack series is armor piercing...\\
\\
inflict more damage than the player's ''maximum HP cap''.
**
In ''FinalFantasyVI'', 10000 needles "10000 needles" is executed as "1000 needles ten times", and Needles" ''ten times in a row'', each 1000-needles attack of which can target a strike the same or different character. party members.
*
Cactrot Rapido in ''FinalFantasyXI'' will hit you with also has the above version of 10000 Needles. 1500 HP Needles. 1000 damage per hit is quite still a bit for a character heavy amount, but players can band together in this game. Not quite so bad, though, as up large groups (up to ''eighteen players'' can simultaneously fight an enemy players'', in ''FFXI''; plus those players can all have pets, [=NPCs=], or summons. Effectively, you can intentionally have up to 36 characters to spread the damage across-- fact; and that's if you don't throw pets at him and have not counting whatever pets, NPCs, or summons that each player can bring alongside them to soak up damage while the humans stay back.keep their distance)



*** Thousand Needles itself is often learnable as a Blue Magic skill. Its upgrades have yet to be.
** In ''FinalFantasyVI'', in addition to Thousand Needles, you can teach the resident Blue Mage Strago the Step Mine/Traveler spell. Its damage is always equal to 1/32nd of the number of steps the party has taken throughout the game. Eventually that will add up to a very respectable spell. You could ''possibly'' grind it up to deal 9999 every time, but that would require about ''320000'' steps. And considering that the ''cost'' of the spell increases based on your total time playing the game...
** In ''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 maximum health, and KO'ing them otherwise. Another [[OneHitKO always deals 9999 damage]], but fortunately only hits a single target.

to:

*** Thousand Needles itself is often learnable as a ** ''FinalFantasyVI'' also features the "Step Mine" / "Traveller" Blue Magic skill. Its upgrades have yet to be.
** In ''FinalFantasyVI'', in addition to Thousand Needles, you can teach the resident Blue Mage Strago the Step Mine/Traveler spell. Its
for Strago, which inflicts one point damage is always equal to 1/32nd of the number of for every 32 steps the party player has taken throughout walked ''from the game. Eventually that will add up to a very respectable spell. You could ''possibly'' grind it up to deal 9999 every time, but that would require about ''320000'' steps. And considering that the ''cost'' beginning of the spell increases based on your total time playing game.'' (To balance this, its cost is proportional to the game...
player's gameplay hours.)
** In ''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 maximum 9999 health, and KO'ing them otherwise. Another [[OneHitKO always deals 9999 damage]], but fortunately only hits a single target.



** Similar to the Thievery example above, ''FinalFantasyVII'' had a status effect (for lack of a better term) called All Lucky 7s where any character with exactly 7777 HP would unleash a barrage[[hottip:*:lit: 62-64 depending on how many characters had it at the time and it was completely uninteruptable]] of attacks all hitting for 7777 damage and would continue to hit for 7777 damage so long as their HP remained at 7777. To make sure this would only last for one battle at most, the character's HP would drop to 1 afterward [[hottip:*:In the event that players applied just the right amounts of HP Growth (+HP Max) and Magic/Summon (-HP Max) Materia so that a character's max health was 7777, this meant that ''each battle'' would begin in the lucky state, end shortly after, and after some Cures, the process repeats.]]

to:

** Similar to the Thievery example above, ''FinalFantasyVII'' had a rare status effect (for lack of a better term) called All "All Lucky 7s 7s" where any character with exactly 7777 HP would fly into an UnstoppableRage and unleash a barrage[[hottip:*:lit: 62-64 depending on how many characters had it at the time and it was completely uninteruptable]] series of attacks all hitting for that always cause 7777 damage and would continue ''per hit''. However, it reduces the player's HP to hit for one after battle. (But if the player is lucky enough to build one character with a ''maximum'' of 7777 HP....)
** In ''FinalFantasyX2'', the "Cat Nip" accessory caused the user's attacks to inflict a fixed 9999 points
damage so long as any time time their HP remained at 7777. To make sure this would only last for one battle at most, dropped below half. (It could also combine with the character's HP would drop to 1 afterward [[hottip:*:In the event that players applied just the right amounts of HP Growth (+HP Max) and Magic/Summon (-HP Max) Materia so that a character's max health was 7777, this meant that ''each battle'' would begin in the lucky state, end shortly after, and after some Cures, the process repeats.]]Gunner's multi-hit "Trigger Happy" skill, with almost GameBreaker results.)



** "Sonicboom" inflicts a fixed 20 points of damage (on anything but Ghosts, who are immune to Normal-type attacks), while "Dragon Rage" inflicts a fixed 40 points of damage.
** "Night Shade" and "Seismic Toss" inflict a fixed amount of damage equal to the user's level, although Normal types are immune to Night Shade and Ghosts are immune to Seismic Toss.

to:

** "Sonicboom" inflicts a fixed 20 points of damage (on anything but Ghosts, who are immune to Normal-type attacks), while "Dragon Rage" inflicts a fixed 40 points of damage.
damage on absolutely anything.
** "Night Shade" and "Seismic Toss" inflict a fixed amount of damage equal to the user's level, Level, although Normal types are immune to Night Shade and Ghosts are immune to Seismic Toss.
Is there an issue? Send a MessageReason:
None


** Similar to the Thievery example above, ''FinalFantasyVII'' had a status effect (for lack of a better term) called All Lucky 7s where any character with exactly 7777 HP would unleash a barrage[[hottip:*:lit: thirty-two, uninteruptable]] of attacks all hitting for 7777 damage and would continue to hit for 7777 damage so long as their HP remained at 7777. To make sure this would only last for one battle at most, the character's HP would drop to 1 afterward [[hottip:*:In the event that players applied just the right amounts of HP Growth (+HP Max) and Magic/Summon (-HP Max) Materia so that a character's max health was 7777, this meant that ''each battle'' would begin in the lucky state, end shortly after, and after some Cures, the process repeats.]]

to:

** Similar to the Thievery example above, ''FinalFantasyVII'' had a status effect (for lack of a better term) called All Lucky 7s where any character with exactly 7777 HP would unleash a barrage[[hottip:*:lit: thirty-two, 62-64 depending on how many characters had it at the time and it was completely uninteruptable]] of attacks all hitting for 7777 damage and would continue to hit for 7777 damage so long as their HP remained at 7777. To make sure this would only last for one battle at most, the character's HP would drop to 1 afterward [[hottip:*:In the event that players applied just the right amounts of HP Growth (+HP Max) and Magic/Summon (-HP Max) Materia so that a character's max health was 7777, this meant that ''each battle'' would begin in the lucky state, end shortly after, and after some Cures, the process repeats.]]
Is there an issue? Send a MessageReason:
None


** Many, many enemies in the series have attacks that take off HP equal to a specific percentage of the target's HP remaining, or in some cases, their ''maximum'' HP. Gravity-based attacks, in particular.

Changed: 107

Removed: 1042

Is there an issue? Send a MessageReason:
None


* In a rare player character example, ''{{Persona 3}}'' 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. This is often regarded as being a rather major GameBreaker. However, 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.
** Not so much a game breaker as your reward for LevelGrinding to Level 90 (Helel's level).

to:

* In a rare player character example, ''{{Persona 3}}'' 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. This is often regarded as being a rather major GameBreaker. However, it's 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.
** Not so much a game breaker as your reward for LevelGrinding to Level 90 (Helel's level).
less.



** ''Radiant Dawn'' has the crossbow-type weapons, which ''are'' affected by the enemy's defense but not by your unit's strength. The ballistae work like that too.



* In ''DefenseOfTheAncients'' most spells are reduced by magic resistance, but a few do pure damage, which ignores magic resistance, and always does a fixed amount.
* MMORPG CityOfHeroes has an odd example of this. While, normally, [[AcceptableBreaksFromReality psychic attacks can be dodged]] by effectively moving out of their way (prompting comments like "I guess my brain pulls to the right"), certain enemies have psychic attacks that must be protected against with explicit psychic defence, rather than all-purpose "ranged" defence. Ironically, ''not'' being able to dodge other people's mind powers comes as a shocking surprise whenever it occurs to characters who otherwise can.
* In ''DungeonsAndDragons'' 3.x a few rare spells do "divine" damage, which can't be reduced in anyway.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Compare and contrast PercentDamageAttack, which is also exempt from normal damage calculations.
Is there an issue? Send a MessageReason:
None


Usually, the damage dealt is a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative to the combatants' HitPoints and nothing else; if an EldritchAbomination casts a spell that always inflicts an exact 666 damage, this will be a dire threat to the SquishyWizard and his 999 HP, but barely a scratch to the MightyGlacier's reserve of 50,000 HP.

to:

Usually, the damage dealt is a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative to the combatants' HitPoints and nothing else; if an EldritchAbomination casts a spell that always inflicts an exact 666 damage, this will be a dire threat to the SquishyWizard and his 999 777 HP, but barely a scratch to while the MightyGlacier's reserve of 50,000 HP.
10,000 HP will allow him to shrug it off as just a minor nuisance.



Other times, the amount of damage may be linked in some manner to one of the user's stats (like their overall experience level, number of gameplay hours, or maximum HP), to prevent it from becoming a GameBreaker should the player [[DiscOneNuke acquire it early on]], and simultaneously allow it to remain useful even in the endgame. However, it is still unaffected by normal damage calculations, and status effects designed to affect attack or defense powers have no effect on a FixedDamageAttack. For example, a spell that always inflicts damage exactly equal to the user's current HP is a FixedDamageAttack, despite that it will become stronger as the character's maximum HP increases, and that it is obviously more effective if the user can be at full health before casting it.

to:

Other times, Occasionally, the amount of damage may be linked in some manner to one of the user's stats (like their overall experience level, number of gameplay hours, or maximum HP), to prevent it from becoming a GameBreaker should the player [[DiscOneNuke acquire it early on]], and simultaneously allow it to remain useful even in the endgame. However, it is still unaffected by normal damage calculations, and status effects designed to affect attack or defense powers have no effect on a FixedDamageAttack. For example, a spell that always inflicts damage exactly equal to the user's current HP is a FixedDamageAttack, despite that it will become stronger as the character's maximum HP increases, and that it is obviously more effective if the user can be at full health before casting it.

Added: 348

Changed: 597

Is there an issue? Send a MessageReason:
None


Usually, the damage dealt is a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative solely to the combatants' HitPoints; an attack that always inflicts 777 points damage, for example, is a dire threat to someone with only 999 HP, but someone with 20,000 HP at their disposal will be able to shrug it off as a minor nuisance. Unfortunately, in systems where monsters have [[HealthDamageAsymmetry higher HP totals than the player]], these attacks are invariably [[UselessUsefulSpell less deadly to monsters]] than to the player. (On the other hand, it may be provide a OneHitKill against the MetalSlime's infamous combination of low HP and otherwise-impenetrable Defense....)

to:

Usually, the damage dealt is a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative solely to the combatants' HitPoints; HitPoints and nothing else; if an attack EldritchAbomination casts a spell that always inflicts 777 points an exact 666 damage, for example, is this will be a dire threat to someone with only the SquishyWizard and his 999 HP, but someone with 20,000 HP at their disposal will be able barely a scratch to shrug it off as a minor nuisance. the MightyGlacier's reserve of 50,000 HP.

Unfortunately, in systems where monsters have [[HealthDamageAsymmetry higher HP totals than the player]], these attacks are invariably [[UselessUsefulSpell less deadly to monsters]] than to the player. (On the other hand, it may be provide a OneHitKill against the MetalSlime's infamous combination of low HP and otherwise-impenetrable Defense....)
Is there an issue? Send a MessageReason:
None


Usually, the damage dealt is a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative solely to the combatants' HitPoints; an attack that always inflicts 777 points damage, for example, is a dire threat to someone with only 999 HP, but someone with 20,000 HP at their disposal will be able to shrug it off as a minor nuisance. Unfortunately, in systems where monsters have [[HealthDamageAssymetry higher HP totals than the player]], these attacks are invariably [[UselessUsefulSpell less deadly to monsters]] than to the player. (On the other hand, it may be provide a OneHitKill against the MetalSlime's infamous combination of low HP and otherwise-impenetrable Defense....)

to:

Usually, the damage dealt is a ''very'' specific number, making the usefulness (i.e. threat) of this attack relative solely to the combatants' HitPoints; an attack that always inflicts 777 points damage, for example, is a dire threat to someone with only 999 HP, but someone with 20,000 HP at their disposal will be able to shrug it off as a minor nuisance. Unfortunately, in systems where monsters have [[HealthDamageAssymetry [[HealthDamageAsymmetry higher HP totals than the player]], these attacks are invariably [[UselessUsefulSpell less deadly to monsters]] than to the player. (On the other hand, it may be provide a OneHitKill against the MetalSlime's infamous combination of low HP and otherwise-impenetrable Defense....)

Added: 783

Changed: 1611

Is there an issue? Send a MessageReason:
Camacan, your description sounds too much like Armor Piercing. That\'s not the trope.


A special attack that does the same amount of damage each time, ignoring the game's defence mechanics.

Many games feature complex systems for determining how much damage is meted out in combat. When a character is hit, a myriad of defensive factors can be applied, each reducing the damage suffered. The defender's armour, defensive skill levels, and even their LuckStat can all save a defender from the full force of a blow. Sometimes ElementalRockPaperScissors reduces or even negates the damage.

This trope is for the special attacks that are exempt from these calculations. A Fixed Damage Attack delivers a predictable amount of damage every time. Because it ignores an opponent's defense power, it is inherently a PiercingAttack.

to:

A special attack that does the same amount of damage each time, ignoring the game's defence mechanics.

Many games games, especially {{RPG}}s, feature complex systems for determining how much damage is meted out in combat. When a character is hit, a myriad of defensive factors can be applied, each reducing combat -- the damage suffered. The attacker's physical strength and/or skill with a given weapon, the defender's armour, defensive skill levels, and armor, ElementalRockPaperScissors, even their the LuckStat can all save may play a defender from the full force of part to determine what happens when a blow. Sometimes ElementalRockPaperScissors reduces or even negates the damage.

This trope
character is for the special attacks that are exempt from hit.

But a FixedDamageAttack ignores
these calculations. A Fixed Damage Attack delivers calculations altogether, and instead causes a fixed, predictable amount number of damage every time. each time it is used, regardless of who used it or who got hit. Because it ignores an opponent's defense power, the target's defensive powers, it is inherently becomes an ArmorPiercing attack.

Usually, the damage dealt is
a PiercingAttack.
''very'' specific number, making the usefulness (i.e. threat) of this attack relative solely to the combatants' HitPoints; an attack that always inflicts 777 points damage, for example, is a dire threat to someone with only 999 HP, but someone with 20,000 HP at their disposal will be able to shrug it off as a minor nuisance. Unfortunately, in systems where monsters have [[HealthDamageAssymetry higher HP totals than the player]], these attacks are invariably [[UselessUsefulSpell less deadly to monsters]] than to the player. (On the other hand, it may be provide a OneHitKill against the MetalSlime's infamous combination of low HP and otherwise-impenetrable Defense....)

Other times, the amount of damage may be linked in some manner to one of the user's stats (like their overall experience level, number of gameplay hours, or maximum HP), to prevent it from becoming a GameBreaker should the player [[DiscOneNuke acquire it early on]], and simultaneously allow it to remain useful even in the endgame. However, it is still unaffected by normal damage calculations, and status effects designed to affect attack or defense powers have no effect on a FixedDamageAttack. For example, a spell that always inflicts damage exactly equal to the user's current HP is a FixedDamageAttack, despite that it will become stronger as the character's maximum HP increases, and that it is obviously more effective if the user can be at full health before casting it.
Is there an issue? Send a MessageReason:
None


Many games feature complex systems for determining how much damage is meted out in combat. When a character is hit, a myriad of defensive factors can be applied, each reducing the damage suffered. The defender's armour, defensive skill levels, and even their LuckStat can all save a defender from the full force of the blow. Sometimes ElementalRockPaperScissors reduces or even negates the damage.

to:

Many games feature complex systems for determining how much damage is meted out in combat. When a character is hit, a myriad of defensive factors can be applied, each reducing the damage suffered. The defender's armour, defensive skill levels, and even their LuckStat can all save a defender from the full force of the a blow. Sometimes ElementalRockPaperScissors reduces or even negates the damage.
Is there an issue? Send a MessageReason:
None


Many games feature complex systems for determining how much damage is meted out in combat. When a character is hit, a myriad of defensive factors can be applied, each reducing the damage suffered. The defender's armour, defensive skill levels, and even the LuckStat can all save a defender from the full force of the blow. Sometimes ElementalRockPaperScissors reduces or even negates the damage.

to:

Many games feature complex systems for determining how much damage is meted out in combat. When a character is hit, a myriad of defensive factors can be applied, each reducing the damage suffered. The defender's armour, defensive skill levels, and even the their LuckStat can all save a defender from the full force of the blow. Sometimes ElementalRockPaperScissors reduces or even negates the damage.
Camacan MOD

Added: 11079

Changed: 111

Is there an issue? Send a MessageReason:
One Thousand Needles was renamed Fixed Damage Attack. Also simplified and reworked the main text. Placing the original main on discussion for reference. Work titles are given in italics. Best to give the whole name of a work rather than shorten it to initials such as D&D.


[[redirect:OneThousandNeedles]]

to:

[[redirect:OneThousandNeedles]]A special attack that does the same amount of damage each time, ignoring the game's defence mechanics.

Many games feature complex systems for determining how much damage is meted out in combat. When a character is hit, a myriad of defensive factors can be applied, each reducing the damage suffered. The defender's armour, defensive skill levels, and even the LuckStat can all save a defender from the full force of the blow. Sometimes ElementalRockPaperScissors reduces or even negates the damage.

This trope is for the special attacks that are exempt from these calculations. A Fixed Damage Attack delivers a predictable amount of damage every time. Because it ignores an opponent's defense power, it is inherently a PiercingAttack.

See also ScratchDamage and {{Cap}}, when a fixed amount of damage occurs for different reasons.

----
!Examples:

* ''FinalFantasy'' series:
** Cactuar (anthropomorphic cacti) toss a Fixed Damage Attack called One Thousand Needles at at you at times. Especially annoying if your HP is capped at 999. Some later games also have a 10,000 Needles attack. Guess what that does. Since the HP Cap in almost every game in the series is less then that. And even in the ''one'' game that can break the 9999 HP limit (up to 99,999), there is an enemy which uses "99,999 Needles." Needless to say, that's instant death, no matter your HP. And this entire attack series is armor piercing...\\
\\
In ''FinalFantasyVI'', 10000 needles is "1000 needles ten times", and each 1000-needles attack can target a different character. Cactrot Rapido in ''FinalFantasyXI'' will hit you with 10000 Needles. 1500 HP is quite a bit for a character in this game. Not quite so bad, though, as up to ''eighteen players'' can simultaneously fight an enemy in ''FFXI''; plus those players can all have pets, [=NPCs=], or summons. Effectively, you can intentionally have up to 36 characters to spread the damage across-- and that's if you don't throw pets at him and have humans stay back.
** ''FinalFantasyIX'' has several of these attacks usable by the player:
*** Freya's Dragon Crest, which does damage dependent on the number of dragons the player has killed throughout the game;
*** 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;
*** 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.
*** Thousand Needles itself is often learnable as a Blue Magic skill. Its upgrades have yet to be.
** In ''FinalFantasyVI'', in addition to Thousand Needles, you can teach the resident Blue Mage Strago the Step Mine/Traveler spell. Its damage is always equal to 1/32nd of the number of steps the party has taken throughout the game. Eventually that will add up to a very respectable spell. You could ''possibly'' grind it up to deal 9999 every time, but that would require about ''320000'' steps. And considering that the ''cost'' of the spell increases based on your total time playing the game...
** Many, many enemies in the series have attacks that take off HP equal to a specific percentage of the target's HP remaining, or in some cases, their ''maximum'' HP. Gravity-based attacks, in particular.
** In ''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 maximum health, and KO'ing them otherwise. Another [[OneHitKO always deals 9999 damage]], but fortunately only hits a single target.
** 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.
** Similar to the Thievery example above, ''FinalFantasyVII'' had a status effect (for lack of a better term) called All Lucky 7s where any character with exactly 7777 HP would unleash a barrage[[hottip:*:lit: thirty-two, uninteruptable]] of attacks all hitting for 7777 damage and would continue to hit for 7777 damage so long as their HP remained at 7777. To make sure this would only last for one battle at most, the character's HP would drop to 1 afterward [[hottip:*:In the event that players applied just the right amounts of HP Growth (+HP Max) and Magic/Summon (-HP Max) Materia so that a character's max health was 7777, this meant that ''each battle'' would begin in the lucky state, end shortly after, and after some Cures, the process repeats.]]
** In FinalFantasyX where [[UniversalPoison Poison]] TookALevelInBadass counts as well. [[UselessUsefulSpell As long as you land the effect.]] Anything not immune to poison ''will die'' after four turns or less if not cured, as it takes off a whopping 25% of your Max HP after every turn. Things will go straight to hell very fast if your entire party is either asleep or confused and blinded while poisoned and the enemy just waits or uses magic only. [[BossInMookClothing You know what I'm talking about.]]
** The Gil Toss move used by Jugglers in ''FinalFantasyTacticsAdvance''. You use 30 gil to attack, and as long as it hits, it'll always to 30 damage, no matter the enemy.
* ''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.
** The DS remake adds a bow for Marle that always does 777 damage.
* ''{{Pokemon}}'' has a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or ElementalRockPaperScissors.
** "Sonicboom" inflicts a fixed 20 points of damage (on anything but Ghosts, who are immune to Normal-type attacks), while "Dragon Rage" inflicts a fixed 40 points of damage.
** "Night Shade" and "Seismic Toss" inflict a fixed amount of damage equal to the user's level, although Normal types are immune to Night Shade and Ghosts are immune to Seismic Toss.
** "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.
** "Super Fang" is a PercentDamageAttack.
** "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 (hopefully the user).
** "Endeavor" reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP).
** The Fifth generation adds "Desperation", which causes the user to faint but inflicts damage equal to however much HP the user lost (maximum - current) before using it.
* In a rare player character example, ''{{Persona 3}}'' 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. This is often regarded as being a rather major GameBreaker. However, 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.
** Not so much a game breaker as your reward for LevelGrinding to Level 90 (Helel's level).
* The Light Brand, an enchanted sword found in several ''FireEmblem'' games, has a ranged attack that always does ten damage regardless of either the attacker or defender's stats. Unfortunately this means that the sword is much more useful to your enemy than it is to you, as any of your units with a high enough weapon level to use it is probably going to deal more than ten damage with an ordinary weapon. It doesn't help that this is one of the few ranged swords that can be obtained.
** In some games, it's affected by stats just like any other magical attack.
** ''Radiant Dawn'' has the crossbow-type weapons, which ''are'' affected by the enemy's defense but not by your unit's strength. The ballistae work like that too.
** The long-range dark magic attack, Eclipse, has a fixed damage rate. In the sixth game, it automatically took a unit down to 1 HP when it hit. Later games toned it down so that it dealt damage equal to half the unit's current HP (rounded up if it was an odd number).
* ''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]].
* ''{{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.
* In ''{{Lufia}}: The Legend Returns'', 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.
* In ''DefenseOfTheAncients'' most spells are reduced by magic resistance, but a few do pure damage, which ignores magic resistance, and always does a fixed amount.
* MMORPG CityOfHeroes has an odd example of this. While, normally, [[AcceptableBreaksFromReality psychic attacks can be dodged]] by effectively moving out of their way (prompting comments like "I guess my brain pulls to the right"), certain enemies have psychic attacks that must be protected against with explicit psychic defence, rather than all-purpose "ranged" defence. Ironically, ''not'' being able to dodge other people's mind powers comes as a shocking surprise whenever it occurs to characters who otherwise can.
* In ''DungeonsAndDragons'' 3.x a few rare spells do "divine" damage, which can't be reduced in anyway.
* ''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.
* In ''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 only be avoided by the StatusBuff 'Blink'.
----

Top