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In some games, weak enemies will only manage to inflict damage by landing the occasional [[Critical Hit]]. But unless there are other game mechanics at work, like self-inflicted damage caused by a distracting or disruptive attack, they shouldn't be able to hurt you ''at all'' with their furry paws while you're wearing your Flaming Armor of Awesomeness, [[Critical Hit]] or not.
Fortunately for you, many RPG systems apply [[Scratch Damage]] both ways: Your [[Squishy Wizard]]'s fragile fisticuffs may not be a useful weapon, but even they can be counted on to deliver the token 1 point damage per hit (that is, ''when'' they hit), making him [[Not Completely Worthless]] even when he's been [[Standard Status Effects|Silenced]] or [[Mana Burn|drained]] of his [[Mana|MP]]. Likewise, [[Scratch Damage]] can sometimes be used to probe for [[Elemental Rock-Paper-Scissors|elemental weaknesses]]: If that magic fireball can inflict at least 1 point of damage, you know that you can [[Kill It
But this is by no means universal, and other RPG systems will happily reduce your attacks to zero points or "no effect" if your attack power is too low or the opponent's defense too high.
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* In addition to normal blocking, many fighting games provided a "powerblock" feature: If the player defended against their opponent's attack with ''exact'' timing (generally right before or upon impact), they would receive zero damage from it, even if it was a Special Attack (which would normally inflict scratch damage). ''[[Street Fighter]] III'' had this in the form of parrying, and ''Garou: Mark of the Wolves'' had it in the form of Just Defend.
* In the third ''[[Star Ocean]]'' game, it's possible to get defense stats high enough for attacks to cause zero damage. Getting hit with such a weak attack doesn't even stun you or interrupt your attacks.
* The ''[[Paper Mario (
** ''[[
* The [[Mario and Luigi
** Other examples of enemies that only take scratch damage from attacks include the tree thing on Trunkle's head (killing it is actually the quickest way to defeat said boss, presuming you use attacks that hit multiple times) and Boos (which have something like a thousand for their defense stats and can only be fought 'normally' at really high levels).
** ''[[Mario and Luigi Partners In Time
* ''[[Earthbound]]'' gets around this by skipping battles against enemies that are far enough below you. You still earn experience and items.
** In ''[[
* In the NES game ''Crystalis'': if you have strong enough armor and/or a high enough character level, the game's weaker enemies will simply bounce right off you without damage.
** Of course, the inverse of this is that if you haven't reached an entirely arbitrary level, you will be completely unable to hurt bosses, and unable to run away from the battle, making most of the game a [[Guide Dang It]].
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* In ''[[Super Robot Wars]]'', certain abilities can reduce damage all the way to zero, although pure defense can't reduce damage below 10 (out of HP totals in the thousands or tens of thousands, mind).
** In fact, even the ''seishin'' spell Fukutsu/Invincible allows a single attack that connects with the unit to deal the minimum of 10 damage. That is, however, subject to cancellation by barriers and shields.
* In ''[[
** ''FFVII'''s [[Debug Room]] contained test armor which boosted your defense to 255. The damage formula in the game works out such that most enemies in Midgar and the surrounding fields actually heal you slightly when they attack. Enough Morph grinding could net you enough stat boosters to accomplish this effect without the [[Debug Room]].
* ''[[World of Warcraft]]'' nearly avoids this in a unique way. Long before the damage would be zeroed out, the level gap will cause almost all attacks to miss.
** Of course, this also works the other way, and just to make sure people don't get funny ideas, monsters four levels higher than the player will regularly hit low level characters with "crushing" blows that do 150% damage (in addition to an increased critical hit chance), while hits on them will often "glance", dealing half damage. They also pretty much instantly recover their health and mana once they are done smashing you into the ground.
* ''[[
* ''[[City of Heroes]]'' decreases accuracy and damage per level of difference between player and critter: while there's always a 5% chance for a given attack to hit (or miss, on the other end), the damage they do decreases so much there's often no chance for it to register before the player's health regenerates. Aside from that, the game deals with the issue by having the critters ignore the player if the difference in levels passes a certain threshold. They'll only attack (ineffectively) if they or a member of their spawn take damage from the player or a teammate first. At a great enough difference, they'll all run and not even try to attack back. It, also, of course, works the other way - and much higher-level critters generally will be ''more'' aggressive toward player characters (based on distance to first aggro) than even-level critters.
* ''[[Champions Online]]'' applies this rule. Especially in the case of the defensive ability of [[Nigh Invulnerability|invulnerability]], which directly subtracts a flat value from all incoming damage, even enemies tens of levels below you will still be able to hit you for one damage.
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* All the [[Metroidvania|RPG]] ''[[Castlevania]]'' games have a minimum damage of 1 regardless of the attack and defense values involved, unless you use an item that has the absorb or nullify properties for the attack's element. Monsters aren't immune either, and a determined player can eventually kill any enemy with a series of 1-damage attacks.
** The extreme examples of these being Aria/Dawn of Sorrow's iron golems, who always take only 1 damage from attacks, and Dawn of Sorrow's Dead Crusader soul, which reduces damage by a flat number, making you invincible to weaker enemies. Their attacks still connect, but it does 0 damage and you don't flinch. Comically, the hit effects still occur, which means Soma will still bleed like a stuck pig when hit by an attack that does no damage.
* ''[[
* ''[[Fallout]] 2'' featured the famed "You are critically hit for 0 damage and die from the pain." - instant death is also an effect that can occur by critical.
* ''[[Fallout]] 3'' had scratch damage outright due to the removal of armor classes and going to a system where armor simply mitigated damage by a percentage. This was not one of the more popular aspects of the game to say the least. Armor classes returned in ''[[Fallout: New Vegas]]'', but scratch damage still applies: weapons are guaranteed to do at least 20% damage through armor, which will always means you're going to take at least a point or two of damage from weapons. Given enough BBs and repair kits, you can kill a [[Powered Armor|Brotherhood Paladin]] with a [[Joke Weapon|BB gun]].
* A prime example of ''why'' [[Fighting Game|Fighting Games]] had chipping damage was [[X
* In the three ''[[Touhou]]'' fighting games, neither player can be killed due to chipping damage. However, because blocking attacks continually drain the defender's Spirit, a player who can capitalize on chain attacks and Guard Break attacks can win anyway.
* Avoided in popular text-based MMORPG ''[[Gem Stone]] IV'', which based damage on a set of calculations that it actually showed you in game: The attacker's strength minus the target's defense, plus a weapon-versus-armor modifier, plus a random d100 dice roll. If the final number is over 100, then a strike is landed - if the number is only around 100-110, it will be a weak hit, while if it approaches 200 you might be removing some important body parts. If the roll ends up under 100, even at 99, then the strike misses completely: for example, if the target's defense is too high for the attacker, and/or their armor is strong against the attacker's weapon. Yes, oddly enough, very strong armor simply causes the attacker to miss entirely.
** Nowadays times are different, but back in the day it was pretty standard RPG terminology that the word "miss" meant either a literal miss or a hit that did no damage. A bit odd, but that's just the way it was.
* ''[[
* Rare [[Fighting Game]] (partial) aversions: The ''[[
* In the ''[[Atelier Series|Atelier]]'' games, much like ''[[Earthbound]]'', if you can get the drop on enemies sufficiently weaker than you, you won't even get into a battle with them (you have a chance to get treasure from them, but not experience).
* ''[[
* ''[[Parasite Eve]]'' averts this trope. When Aya's defense reaches its higher levels (at least 200 points or more), most enemies, including bosses, will literally do no damage to you.
* ''[[Jagged Alliance]] 2'' has break lights, when thrown at a character do one point of damage... and cause him (or her) to bleed, requiring basic medical attention to prevent continuing health loss.
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* All [[Nippon Ichi]] games (the ''[[Disgaea]] series, ''[[La Pucelle]]'', ''[[Phantom Brave]]'', ''[[Makai Kingdom]]'' and ''[[Soul Nomad and The World Eaters]]'') avert this trope: With a high enough defence, incoming damage can be reduced to '0'. Piling up the combos can allow otherwise too weak characters to deal damage anyhow, though.
* There's a certain condition in ''[[Ragnarok Online]]'''s damage formulas that allows for 0 damage (all attacks that would hit, but deal no damage, will show up as "miss"): Normally, no matter how much DEF or MDEF you have, all attacks will still do a minimum of 1 damage... unless you have special buffs or equipment that reduces damage from a specific source by a percentage (examples: Beret reduces damage of all attacks from [[Demi Humans]] by 10%, changing your armor element will alter how much damage each element does to you), which reduces your final damage even further, rounded to the nearest whole number. This is probably due to the same logic that makes all enemies with the Poison armor element take 0 damage from Poison element attacks, [[Department of Redundancy Department|because Poison attacks are reduced to 0% effectiveness versus the Poison element on the elemental damage table.]]
* Some fighting games (''[[Mortal Kombat]]'', I'm looking at you, although ''[[
* ''[[Front Mission]]'' wanzers could be chipped to death by much weaker enemies, but later games threw in a skill that would prevent or vastly lower it - damage prevention for attacks below a certain amount, and locking the damage to a lower number for attacks between a certain span.
* ''[[Soul Blazer]]'' has a type of armor that will prevent damage from "minor enemies," which comes in handy when you're forced to return to earlier areas of the game to defeat previously unbeatable foes. However, subsequently-obtained armors with higher defense stats will still allow you to be damaged.
* ''[[
** On the flip side, scratch damage becomes a ''valid tactic'' against certain enemies that are resistant to heavier attacks but have limited HP.
* Originally avoided in ''[[Kingdom of Loathing]]'', but the game was patched with [[Scratch Damage]] to circumvent a glitch where hits that connect for 0 damage show "%dmg" for the amount of damage taken. Originally this was a fairly rare sight, since the stat that governs defense is also used for evasion; thus typically a player would become untouchable long before becoming invincible. The bug became much more well known when a skill was introduced that, [[Luckily, My Shield Will Protect Me|combined with a shield]], let the player use strength for defense instead.
** Also, any damage of a type an enemy is resistant towards (fire against a hot-aligned creature, a physical attack on a ghost, etc.) is reduced to 1 point per hit.
** [http://kol.coldfront.net/thekolwiki/index.php/Frosty One particular boss] takes only scratch damage from ''any'' single damage source. In order to beat it, you have to stack up enough different damage sources to deal 350 HP of scratch damage in the 30 rounds given to you before the fight ends in a draw. Fortunately, the boss takes 3 points of scratch damage from [[Elemental Rock-Paper-Scissors|elemental attacks it's weak against]], and [[All Your Colors Combined|prismatic weapons]] deal separate scratch damage for every element involved.
* The Goron Mask in ''[[The Legend of Zelda:
* ''[[
* ''[[Shining in
** ''[[Shining Force]] Feather'' sees a lot scratch damage as well: due to the vastly increased HP counts, the ability to grind yourself stupid with little effort and the fact that attacks never miss completely, any enemy is able to consistently hit you for 1-3 damage per turn since everyone has multiple physical attacks per turn. It's ultimately helpful though, since [[Action Command|Action Commands]] allow you to gain some extra Force Points this way, which are used up when doing anything except moving around and using items.
* In ''Jade Cocoon'', even if you have the greatest defense stat over the enemy's attack stat, you will ''still'' take damage. Even though the damage is so tiny you won't see any change in your HP bar, over time it will go down.
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* ''[[Secret of Mana]]'' averts this in the form that your characters will simply ninja dodge all weaker enemy attacks. Unfortunately this gets annoying if an enemy can hit fast enough.
* The ''[[Pokémon]]'' series's internal damage formula basically boils down to "(attack power / defense power) * (long list of possible modifiers) '''+ 1'''", thus guaranteeing that all attacks (regardless [[Status Buff|Status Buffs]] or [[Tactical Rock-Paper-Scissors]]) will inflict at least 1 point damage. This does not, however, override elemental ''immunities'': Normal attacks still cannot damage Ghosts, and Electric attacks will not damage Ground types.
** This is used in the "FEAR" (Focus Sash + Endeavor + Quick Attack + Rattata) strategy. Focus Sash will [[Last Chance Hit Point|leave you with at least one HP]] if you were at full health when you took a hit; combine it with Endeavor to make your opponent's HP [[HP to One|match your 1 HP]]. Add in Quick Attack (which strikes first) and the [[Scratch Damage]] will finish off the opponent, regardless of how strong they were. Rattata turns the strategy into a [[Fun
** This is averted in the ''[[Pokémon Mystery Dungeon]]'' spinoffs, which uses a different damage algorithm; most of the time, enemies weaker than you will do no damage or miss with their regular attack, and even using moves does extremely low damage if they connect at all.
* In ''[[Gaia Online|zOMG!]]'', the weakest enemies can still hit a player at the level cap for minimal damage (though the player's innate dodge stat will make half of such attacks miss anyway). Similarly, a low-level player in a high-level area can still hit enemies for 1 point of damage. It ''is'' possible to zero out damage, but this is a chance-based property of certain buffs and is not limited to weak attacks.
* Darth Vader or Yoda blocking with their lightsabers in ''[[Soul Calibur]] IV'' can still take the damage everyone else does while blocking. It's anyone's guess why ''they'' get hurt when some guy [[Violation of Common Sense|punches them in the lightsaber]].
* ''[[
* ''[[Final Fantasy II (Video Game)|Final Fantasy II]]'' (at least the remake version) averts this. If you buy all the best armor before the first dungeon, some enemy attacks will hit some characters for 0 damage, even without level grinding.
* ''[[
* Fully justified in ''[[Crush Crumble and Chomp]]''; since you're a [[Kaiju|giant rampaging monster]], everyone else is inevitably weaker than you... but those scratches add up.
* There's a battle in the [[Game Boy]] version of [[Harry Potter|Prisoner of Azkaban]] where Harry, Hermione, and Buckbeak are up against a werewolf-shaped Lupin, and all of your spells will only inflict 1 damage. Buckbeak will inflict more, and if you've stocked up on Chocolate Frog cards you can do about ten damage per round on Harry's turn, but when Hermione comes up to hit, you're in trouble. You pretty much just have to use her to cast her defensive special ability and then spam attack Lupin with Flipendo Uno, which doesn't cost any magic points to cast and still does one damage. Same with Harry if you run out of Chocolate Frog cards to fuel his special attacks.
* ''[[Resonance of Fate]]'' has this, any bullet will do at least 1 point of damage even to a heavily armored bodypart. On the other hand, the mechanic literally called Scratch Damage in the game has nothing to do with this trope.
* Some games, like the ''[[Dragon Quest]]'' series, handle scratch damage a little differently. If the final damage would normally be 0 or less, the attack has a chance (usually around 50%) of either doing 1 damage or nothing at all. Incidentally, this the only reason the [[Metal Slime]] works in those games, since it has maxed out defenses, but very low HP. If every attack did 0 damage, it would be impossible to kill. If every attack did a minimum of 1 damage, it would be too ''easy'' to kill.
* Averted in ''[[Just Cause (
* In ''[[Civilization]] V'', all units have ten hit points. A stronger unit will do more damage and take less. A much stronger unit can attack a weaker unit in melee combat and possibly not take damage, but ranged attacks ''always'' do at least one hit point of damage. A futuristic Giant Death Robot can be taken down by ten ancient-era archer units (or five units with the logistics promotion, which lets them attack twice in one turn). Even four non-promoted archer units could do it in 4 turns with causalities.
* Averted in ''[[Video Games/Dark Cloud|Dark Cloud]]''. When Toan's defense becomes high enough, enemies from the first dungeon will do 0 damage to him. Guaranteed if you use a stamina drink.
* In ''[[Prototype (
** [[
* Averted in ''[[
== Literature ==
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