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[[folder:Tabletop Games]]
* Weapons in ''TabletopGame/ApocalypseWorld'' and most [=RPGs=] TabletopGame/PoweredByTheApocalypse have fixed harm ratings, meaning that they do a deterministic amount of damage each time they are used. That said, dice rolls ''can'' affect the damage output, since good rolls let players increase their damage output or decrease damage taken, but this is not a direct consequence of the dice roll itself, but rather something the players pick themselves from a list of available additional effects.
* ''TabletopGame/DungeonsAndDragons'', ''Deities & Demigods Cyclopedia''.
** American Indian (Myth/NativeAmericanMythology) mythos
*** The deity Shakak does 20 HitPoints of cold damage per minute to any creature within 30 yards of him.
*** The thunder bird can cast a lightning bolt up to 300 yards away that does 30 HitPoints of damage.
** Central American (Myth/AztecMythology) mythos
*** The deity Huhueteotl can fire a beam of light up to 2 miles that does 50 HitPoints of damage.
*** 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.
** Babylonian mythos (Myth/MesopotamianMythology)
*** The mace of the deity Druaga does 35 HitPoints of damage per hit.
*** The deity Anshar can fire a beam of darkness up to 300 yards that does 40 HitPoints of damage.
*** Any creature within 10 feet of the deity Girru takes 10 HitPoints of damage per minute.
*** 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.
** Myth/CelticMythology
*** In battle, the deity Brigit does 30 HitPoints of fire damage to any creature within 30 feet of her.
*** If anyone abuses a weapon created by the deity Goibhnie, they will be hit by a thunderbolt causing 50 HitPoints of damage.
** Myth/ChineseMythology
*** The Dancing Sword of Lightning fires a lightning bolt that does 30 HitPoints of damage.
*** The deity No Cha has a spear that does 30 HitPoints of damage per hit.
** Myth/EgyptianMythology
*** The deity Shu has a fiery aura that causes 25 HitPoints of damage to any creature who touches him (or if he grabs them).
*** The deity Tefnut can throw lightning bolts up to 1,000 yards that do 24 HitPoints of damage.
*** For healing, Geb has a staff that gives GradualRegeneration of RegeneratingHealth of 25 HitPoints of damage on its wielder per minute.
** Finnish mythology (Literature/TheKalevala). The deity Kiputytto can cast a sickness that causes 5 HitPoints of damage per minute on the target.
** Myth/GreekMythology. When the goddess Hera is angry, hearing her harsh voice causes 20 HitPoints of damage to every creature within 50 yards.
** Myth/JapaneseMythology
*** The deity Ama-Tsu-Mara has a 12 foot long axe that does 45 HitPoints of damage per hit.
*** The deity Daikoku's mallet does 20 HitPoints of damage.
*** 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.
*** The deity Sukiyomi's pike hits for 40 HitPoints of damage.
** Newhon mythos (''Literature/FafhrdAndTheGrayMouser'')
*** The deity Kos's broadsword does 50 HitPoints of damage to anyone but him who touches it.
*** The leviathan does 30 points of hull damage per minute to any ship it attacks.
** Myth/NorseMythology
*** The deity Odin's Rune Wand drains 100 HitPoints from anyone who touches it.
*** 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.
*** The deity Modi has a vorpal blade that inflicts 25 HitPoints of damage per hit.
*** Myth/NorseMythology. Eating one of the apples of Idun cures 50 HitPoints of damage per bite.
** Sumerian mythos (Myth/MesopotamianMythology)
*** 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.
*** The deity Enki has a small green jade mace that does 35 HitPoints of damage on a hit.
*** The goddess Inanna possesses a small brass axe that does 25 HitPoints of damage.
*** The deity Nanna-Sin has a black axe that does 30 HitPoints of damage per hit.
*** The sun deity Utu can fire beams of light that do 20 HitPoints of damage.
** 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.
** 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]].
** 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.
** 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.
** 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.
** 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.
* ''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.
[[/folder]]




[[folder:Tabletop Games]]
* Weapons in ''TabletopGame/ApocalypseWorld'' and most [=RPGs=] TabletopGame/PoweredByTheApocalypse have fixed harm ratings, meaning that they do a deterministic amount of damage each time they are used. That said, dice rolls ''can'' affect the damage output, since good rolls let players increase their damage output or decrease damage taken, but this is not a direct consequence of the dice roll itself, but rather something the players pick themselves from a list of available additional effects.
* ''TabletopGame/DungeonsAndDragons'', ''Deities & Demigods Cyclopedia''.
** American Indian (Myth/NativeAmericanMythology) mythos
*** The deity Shakak does 20 HitPoints of cold damage per minute to any creature within 30 yards of him.
*** The thunder bird can cast a lightning bolt up to 300 yards away that does 30 HitPoints of damage.
** Central American (Myth/AztecMythology) mythos
*** The deity Huhueteotl can fire a beam of light up to 2 miles that does 50 HitPoints of damage.
*** 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.
** Babylonian mythos (Myth/MesopotamianMythology)
*** The mace of the deity Druaga does 35 HitPoints of damage per hit.
*** The deity Anshar can fire a beam of darkness up to 300 yards that does 40 HitPoints of damage.
*** Any creature within 10 feet of the deity Girru takes 10 HitPoints of damage per minute.
*** 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.
** Myth/CelticMythology
*** In battle, the deity Brigit does 30 HitPoints of fire damage to any creature within 30 feet of her.
*** If anyone abuses a weapon created by the deity Goibhnie, they will be hit by a thunderbolt causing 50 HitPoints of damage.
** Myth/ChineseMythology
*** The Dancing Sword of Lightning fires a lightning bolt that does 30 HitPoints of damage.
*** The deity No Cha has a spear that does 30 HitPoints of damage per hit.
** Myth/EgyptianMythology
*** The deity Shu has a fiery aura that causes 25 HitPoints of damage to any creature who touches him (or if he grabs them).
*** The deity Tefnut can throw lightning bolts up to 1,000 yards that do 24 HitPoints of damage.
*** For healing, Geb has a staff that gives GradualRegeneration of RegeneratingHealth of 25 HitPoints of damage on its wielder per minute.
** Finnish mythology (Literature/TheKalevala). The deity Kiputytto can cast a sickness that causes 5 HitPoints of damage per minute on the target.
** Myth/GreekMythology. When the goddess Hera is angry, hearing her harsh voice causes 20 HitPoints of damage to every creature within 50 yards.
** Myth/JapaneseMythology
*** The deity Ama-Tsu-Mara has a 12 foot long axe that does 45 HitPoints of damage per hit.
*** The deity Daikoku's mallet does 20 HitPoints of damage.
*** 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.
*** The deity Sukiyomi's pike hits for 40 HitPoints of damage.
** Newhon mythos (''Literature/FafhrdAndTheGrayMouser'')
*** The deity Kos's broadsword does 50 HitPoints of damage to anyone but him who touches it.
*** The leviathan does 30 points of hull damage per minute to any ship it attacks.
** Myth/NorseMythology
*** The deity Odin's Rune Wand drains 100 HitPoints from anyone who touches it.
*** 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.
*** The deity Modi has a vorpal blade that inflicts 25 HitPoints of damage per hit.
*** Myth/NorseMythology. Eating one of the apples of Idun cures 50 HitPoints of damage per bite.
** Sumerian mythos (Myth/MesopotamianMythology)
*** 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.
*** The deity Enki has a small green jade mace that does 35 HitPoints of damage on a hit.
*** The goddess Inanna possesses a small brass axe that does 25 HitPoints of damage.
*** The deity Nanna-Sin has a black axe that does 30 HitPoints of damage per hit.
*** The sun deity Utu can fire beams of light that do 20 HitPoints of damage.
** 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.
** 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]].
** 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.
** 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.
** 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.
** 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.
* ''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.
[[/folder]]
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that's not fixed value in the usual way.


* ''VideoGame/GemCraft'': As all magic is CastFromHitPoints, mana recovery is this. In ''Chapter 1'', the Mana Stream skill gives [Skill Level] more {{Mana}} per kill, up to a {{Cap}} of 7, added to the base value. But that's not as useful in later stages when monsters give more base mana. 14+7 is 150% boost, but 35+7 is only a 120% boost.

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While this is called an "attack" trope, the main idea is the dealing of fixed changes to combat-relevant stats, so healing counts too.



* ''Franchise/{{Pokemon}}'' has a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or, in most cases, ElementalRockPaperScissors.
** "Sonic Boom" inflicts a fixed 20 points of damage on anything but Ghosts, who are immune to Normal-type attacks.
** "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.
** "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).
** "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.
** "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.
** "Super Fang" deals damage equal to [[PercentDamageAttack half the target's remaining hit points]].
** 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]].
** "Endeavor" is a move introduced in Gen III that reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP). It became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon (usually a Rattata) gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne. Then on the next turn, it uses an ActionInitiative move like Quick Attack, defeating its opponent through CherryTapping.
** "Shadow Half", exclusive to ''VideoGame/PokemonXDGaleOfDarkness'', acts like Super Fang, but it hits everyone on the battlefield, even the user.
** 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.
** "Nature's Madness", the SignatureMove of the [[VideoGame/PokemonSunAndMoon Alola region's]] four guardian deities, acts like the aforementioned Super Fang. However, it can also be powered up into the [[LimitBreak Z-Move]] "Guardian of Alola", which deals damage equal to 75% of the target's remaining health.
** When Pyukumuku is KO'd, its ability "Innards Out" inflicts damage to the attacker equal to its previous HitPoints.

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* ''Franchise/{{Pokemon}}'' has ''Franchise/{{Pokemon}}'': It comes in attacks, and healing:
** There's
a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or, in most cases, ElementalRockPaperScissors.
**
ElementalRockPaperScissors:
***
"Sonic Boom" inflicts a fixed 20 points of damage on anything but Ghosts, who are immune to Normal-type attacks.
** *** "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.
** *** "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).
** *** "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.
** *** "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.
** "Super Fang" deals damage equal to [[PercentDamageAttack half the target's remaining hit points]].
**
*** 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]].
** *** "Endeavor" is a move introduced in Gen III that reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP). It became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon (usually a Rattata) gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne. Then on the next turn, it uses an ActionInitiative move like Quick Attack, defeating its opponent through CherryTapping.
** "Shadow Half", exclusive to ''VideoGame/PokemonXDGaleOfDarkness'', acts like Super Fang, but it hits everyone on the battlefield, even the user.
**
*** 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.
** "Nature's Madness", the SignatureMove of the [[VideoGame/PokemonSunAndMoon Alola region's]] four guardian deities, acts like the aforementioned Super Fang. However, it can also be powered up into the [[LimitBreak Z-Move]] "Guardian of Alola", which deals damage equal to 75% of the target's remaining health.
**
*** When Pyukumuku is KO'd, its ability "Innards Out" inflicts damage to the attacker equal to its previous HitPoints.
** On the healing side:
*** 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.
*** ''VideoGame/PokemonCrystal'': With the Berries. A regular Berry, restores 10 HitPoints, while the [=GoldBerry=], restores 30
HitPoints.


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* The ''VideoGame/EpicBattleFantasy'' series: In multiple games from the third game onwards, since the first two had fixed maximum HitPoints for the PlayerParty of 9999:
** ''VideoGame/EpicBattleFantasy3'': All of the healing items' effects:
*** Kiwi: "Heals an ally for 300 HP."
** ''VideoGame/EpicBattleFantasy4'': After the Battle Mountain update, most healing items' effects:
*** Kiwi: "Heals an ally for 300 HP."
*** Crisps was, "Heals all living party members for 500 HP and 50 MP.", but, post update, was the PercentBasedValues, "Heals all living party members for 25% of their max HP."
*** Chips was, "Heals all living party members for 3000 HP and 300 MP.", but, post update, was the PercentBasedValues, "Heals all living party members for 50% of their max HP."
* ''VideoGame/GemCraft'': As all magic is CastFromHitPoints, mana recovery is this. In ''Chapter 1'', the Mana Stream skill gives [Skill Level] more {{Mana}} per kill, up to a {{Cap}} of 7, added to the base value. But that's not as useful in later stages when monsters give more base mana. 14+7 is 150% boost, but 35+7 is only a 120% boost.
* ''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.


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*** For healing, Geb has a staff that gives GradualRegeneration of RegeneratingHealth of 25 HitPoints of damage on its wielder per minute.


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*** Myth/NorseMythology. Eating one of the apples of Idun cures 50 HitPoints of damage per bite.


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** 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.

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[[quoteblock]]
* ''VideoGame/{{Overwatch}}'': Inverted, such that instead of damage, it's healing, with health packs, which differ from most FPS's packs in that they restore flat values of health, meaning they're more useful for [[FragileSpeedster low]]-[[SquishyWizard max]]-[[GlassCannon health]] heroes than their tankier counterparts because they restore a higher percentage of their health.
[[/quoteblock]]

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* 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.
** ''VideoGame/FinalFantasyX'' 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.




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* ''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.
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None

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** There are also a couple items that inflict fixed damage to all enemies when used. The Rock Candy, which deals 200 damage; and the Star Egg, which deals 100 damage. (but is reusable)
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** 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" skill 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)

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** 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" skill 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)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.
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None

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


** 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 damage; otherwise, it takes 10 damage. The guardian goes away once it deals a total of 60 damage.
** The Cleric's ''Beacon of Hope'' 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).

to:

** 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 damage. The guardian goes away once it deals a total of 60 damage.
radiant damage.
** The Cleric's Cleric and Paladin can get ''Beacon of Hope'' 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.
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** Many old [=RPGs=] in general, such as ''VideoGame/Wizardry'', had spells deal fixed damage.

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** Many old [=RPGs=] in general, such as ''VideoGame/Wizardry'', ''VideoGame/{{Wizardry}}'', had spells deal fixed damage.
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* 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.
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* 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 ConceptualMagic 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.

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* In the ''Franchise/Nasuverse'', ''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 ConceptualMagic 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.
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** The Cleric's ''Beacon of Hope'' 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).
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* In ''VideoGame/SonicShuffle'', when Amy draws a Special card in battle, she will recieve a card that will always land on 5. This is useful against most enemies, but if one is going for all seven Precioustone pieces, which is especially true in Story Mode, the score of the monster guarding the final Precioustone piece will be 6, which outranks Amy's special move.
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** 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.

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** 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.
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** 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.
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* ''Franchise/{{Pokemon}}'' has a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or ElementalRockPaperScissors.

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* ''Franchise/{{Pokemon}}'' has a variety of moves that inflict a fixed amount of damage regardless of attack/defense powers or or, in most cases, ElementalRockPaperScissors.



** "Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies. Notably, Dragon Rage was the ''only'' damage-dealing Dragon-type move in Generation I, making its ElementalRockPaperScissors effects completely meaningless. Needless to say, this move was one of few things longtime fans were unanimously ''not'' sorry to see go when Generation VIII controversially removed a lot of Pokémon and (to comparatively less controversy) moves.
** "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.

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** "Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies. 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. Needless to say, this move was one of few things longtime fans were unanimously ''not'' sorry to see go when Generation VIII controversially removed a lot of Pokémon and (to comparatively less controversy) moves.
meaningless.
** "Night Shade" and "Seismic Toss" inflict a fixed amount of damage equal to the user's Level, although Normal types Level. Normal-types are immune to Night Shade and Shade, while Ghosts are immune to Seismic Toss.
Toss (after Gen I).
** "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 Dark-types, who are immune to its element.element. Despite being introduced in Gen I, no Pokémon could actually learn the move naturally until the following generation.



** "Shadow Half" from VideoGame/PokemonXDGaleOfDarkness acts like Super Fang, but it hits everyone on the battlefield, even the user.
** "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). This move became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon which gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne. On the next turn it uses a move like Quick Attack which [[ActionInitiative always goes first]], defeating its opponent through CherryTapping.
** The Fifth generation adds "Final Gambit", which causes the user to faint but inflicts damage equal to however much HP the user had remaining before using it. For some reason, it's possible to teach this move to OneHitPointWonder Shedinja.

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** "Shadow Half" from VideoGame/PokemonXDGaleOfDarkness acts like Super Fang, but it hits everyone on the battlefield, even the user.
**
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 (hopefully (ideally the user).
user). Until Gen IV, it was [[SignatureMove exclusive to Misdreavus]].
** "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). This move It became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon which (usually a Rattata) gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne. On Then on the next turn turn, it uses a an ActionInitiative move like Quick Attack which [[ActionInitiative always goes first]], Attack, defeating its opponent through CherryTapping.
** The Fifth generation adds "Shadow Half", exclusive to ''VideoGame/PokemonXDGaleOfDarkness'', acts like Super Fang, but it hits everyone on the battlefield, even the user.
** Gen V brought us
"Final Gambit", which causes the user to faint faint, but inflicts damage equal to however much HP the user had remaining before using it. For some reason, Funnily enough, it's possible via breeding to teach this move to have OneHitPointWonder Shedinja.Shedinja know this move.
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** "Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies. Notably, Dragon Rage was the ''only'' damage-dealing Dragon-type move in Generation I, making its ElementalRockPaperScissors effects completely meaningless.

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** "Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies. Notably, Dragon Rage was the ''only'' damage-dealing Dragon-type move in Generation I, making its ElementalRockPaperScissors effects completely meaningless. Needless to say, this move was one of few things longtime fans were unanimously ''not'' sorry to see go when Generation VIII controversially removed a lot of Pokémon and (to comparatively less controversy) moves.
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** 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.
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** 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, it takes 20 damage; otherwise, it takes 10 damage. The guardian goes away once it’s dealt a total of 60 damage.

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** 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, save against the spell, it takes 20 damage; otherwise, it takes 10 damage. The guardian goes away once it’s dealt it deals a total of 60 damage.
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** 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, it takes 20 damage; otherwise, it takes 10 damage. The guardian goes away once it’s dealt a total of 60 damage.
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* ''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.
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* In ''VideoGame/FellSealArbitersMark'', the Rock item inflicts a fixed amount of damage to its target, with higher-quality Rocks inflicting more damage. There’s also the Reaver class’s Desperate Blow attack, which inflicts damage equal to difference between the Reaver’s maximum and current HP.

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

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



* ''VideoGame/{{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. It's one of the few ways, if not the ''only'' way, that one can even beat the BonusBoss, as said boss is fond of spamming full-heal spells and character annihilation spells when the character's HP reaches 10,000 or less.
** There's also BonusBoss Elizabeth's [[OneHitKill 9999-damage Megidolaon]], done whenever the player breaks the rules of the fight (it's also done twice, in case, by some miracle, the player manages to survive the first one.)

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* ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'' has a [[CombinationAttack Fusion Spell]], available if the Protagonist has both Helel and Satan in his Persona roster, called "Armageddon" that does exactly 9999 HP worth of damage. It's one of the few ways, if not the ''only'' way, that one can even beat the BonusBoss, as said boss is fond of spamming full-heal spells and character annihilation spells when the character's HP reaches 10,000 or less.
** There's also BonusBoss Elizabeth's [[OneHitKill OneHitKill 9999-damage Megidolaon]], Megidolaon hitting the HitPoints {{Cap}}, done whenever the player breaks the rules of the fight (it's also done twice, in case, by some miracle, the player manages to survive the first one.)


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* ''VideoGame/ScienceGirls'': Multiple, all from Heather.
** Her Better Slingshot deals a small, fixed amount of damage that can't be block and isn't affected by DamageReduction.
** Her Exponential Explosion deals damage based on the UsefulNotes/{{Powers Of Two|MinusOne}}, going up by a power with each successive use, but can have its {{Damage Reduc|tion}}ed, but that DR only does up to blocking around 3 points of damage, for bosses.

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** "Sonic Boom" 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 on anything but Fairies.
*** Many a Nuzlocke run has been ruined by the Axew in an early cave in X and Y that comes equipped with Dragon Rage. Many mons the player will have at this point will be unable to take more than one hit from Dragon Rage (if any).

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** "Sonic Boom" inflicts a fixed 20 points of damage (on on anything but Ghosts, who are immune to Normal-type attacks), while attacks.
**
"Dragon Rage" inflicts a fixed 40 points of damage on anything but Fairies.
*** Many a Nuzlocke run has been ruined by the Axew in an early cave in X and Y that comes equipped with Dragon Rage. Many mons the player will have at this point will be unable to take more than one hit from
Fairies. Notably, Dragon Rage (if any).was the ''only'' damage-dealing Dragon-type move in Generation I, making its ElementalRockPaperScissors effects completely meaningless.



** "Endeavor" reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP).
*** This move became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon which gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne. On the next turn it uses a move like Quick Attack which [[ActionInitiative always goes first]], defeating its opponent through CherryTapping.
** The Fifth generation adds "Final Gambit", which causes the user to faint but inflicts damage equal to however much HP the user had remaining before using it. If you teach this move to [[OneHitPointWonder Shedinja]], [[TooDumbToLive you're a freaking idiot.]]

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** "Endeavor" reduces the opponent's HP to the same amount as the user (and has no effect if the user has more HP).
***
HP). This move became notorious as part of the "F.E.A.R." build - a minimum-level Pokémon which gets struck by an enemy attack, [[LastChanceHitPoint survives with 1 hit point]] because it's holding a Focus Sash, then uses Endeavor to reduce its opponent's HPToOne. On the next turn it uses a move like Quick Attack which [[ActionInitiative always goes first]], defeating its opponent through CherryTapping.
** The Fifth generation adds "Final Gambit", which causes the user to faint but inflicts damage equal to however much HP the user had remaining before using it. If you For some reason, it's possible to teach this move to [[OneHitPointWonder Shedinja]], [[TooDumbToLive you're a freaking idiot.]]OneHitPointWonder Shedinja.
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* 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 ConceptualMagic 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.

to:

* 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 ''forcefully dealing a fixed set damage" damage'' that ignores [[AntiMagic Magic Resistance]], defensive Skills and *even defensive Noble Phantasms*. In a setting with as much ConceptualMagic 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.
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* 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 ConceptualMagic and weird idiosyncratic abilities as the Nasuverse, dealing absolute constant damage is a hell of an achievement. Sadly, [[GameplayAndStorySegregation]] her NP isn't quite that good, but even there it ignores all "normal" (i.e. not PlotArmor) defense boosts and even outright invulnerability.

to:

* 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 ConceptualMagic and weird idiosyncratic abilities as the Nasuverse, dealing absolute constant damage is a hell of an achievement. Sadly, [[GameplayAndStorySegregation]] [[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.
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[[/folder]]
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[[folder:Anime and Manga]]
* 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 ConceptualMagic and weird idiosyncratic abilities as the Nasuverse, dealing absolute constant damage is a hell of an achievement. Sadly, [[GameplayAndStorySegregation]] her NP isn't quite that good, but even there it ignores all "normal" (i.e. not PlotArmor) defense boosts and even outright invulnerability.

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