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-->''"The 5th cascader is pressed for a resulting multiplier of 5,101,894!!!! The final remaining die now has 9,817,920 * 5,101,894 = 50,090,870,753,280 sides!!!!!!"''
-->-- Webcomic/ProblemSleuth
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* In several ''Franchise/FinalFantasy'' games there's a high-level spell called "Comet" or "Meteor" with a huge variability in its damage output -- it could do 100 points damage one turn and [[OneHitKill 9999]] the next, when other spells are more consistent from one use to the next.

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* In several ''Franchise/FinalFantasy'' games there's a high-level spell called "Comet" or "Meteor" with a huge variability in its damage output -- it could do 100 points of damage one turn and [[OneHitKill 9999]] the next, when other spells are more consistent from one use to the next.
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* ''{{VideoGame/Dota2}}'': Every unit from the heroes to creeps has attack damage that has a variable so damage is always dealing between minimal or maximum damage. Chaos Knight not only has the most extreme damage variable (-15/+15 compare to most heroes's -3/+3 at average) but also has Chaos Bolt, which inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.

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* ''{{VideoGame/Dota2}}'': ''VideoGame/Dota2'': Every unit from the heroes to creeps has attack damage that has a variable so damage is always dealing between minimal or maximum damage. Chaos Knight not only has the most extreme damage variable (-15/+15 compare to most heroes's -3/+3 at average) but also has Chaos Bolt, which inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.



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* ''VideoGame/BountyOfOne'': Normally, all your attacks deal a fixed amount of damage. However, taking the Fickle Bullets item makes all your projectile attacks deal between 80% to 180% of their original damage.
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** The "Damage Roulette" Second Wave option for ''VideoGame/XCOMEnemyUnknown'' changes all attacks save for explosives, psionics and MEC subsystems ([[FireBreathingWeapon flamethrower]], [[PowerFist Kinetic Strike Module]] and [[ElectromagneticPulse Electro Pulse]]) so they can can deal between [[ScratchDamage 1 damage]] and 150% of the max base damage. A CriticalHit will deal the weapon's base damage ''plus'' what the regular attack would cause, so they're especially powerful. Which means your soldier can be [[ScratchDamage tickled]] by a Sectopod's [[WaveMotionGun chest cannon]], or someone with Titan armor can be one-shot by a lucky crit from a Muton with a plasma rifle that hurts as much as a non-roulette Sectopod cannon shot.

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** The "Damage Roulette" Second Wave option for ''VideoGame/XCOMEnemyUnknown'' changes all attacks save for explosives, psionics and MEC subsystems ([[FireBreathingWeapon flamethrower]], [[PowerFist Kinetic Strike Module]] and [[ElectromagneticPulse Electro Pulse]]) so they can can deal between [[ScratchDamage 1 damage]] and 150% of the max base damage. A CriticalHit will deal the weapon's base damage ''plus'' what the regular attack would cause, so they're especially powerful. Which means your soldier can be [[ScratchDamage tickled]] by a Sectopod's [[WaveMotionGun chest cannon]], or someone with Titan a late-game armor wearer can be one-shot by a lucky crit from a Muton with a plasma rifle that hurts as much as a non-roulette Sectopod cannon shot.mid-tier enemy.
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* ''VideoGame/{{Stellaris}}'': ''Arc Emitters''[[labelnote:*]]and its upgrade, ''Focused Arc Emitters''[[/labelnote]] are one of the options for [[WaveMotionGun Spinal Weapon hardpoint.]] Compared to its alternatives, its damage is randomized and a bad roll means a measly 1 damage. On the other hand, it completely ignores Shield, Armor ''and'' Evasion, allowing it to deal full Hull damage at all times and force the enemy to Disengage. Its random damage can also be mitigated by bringing [[BeamSpam a sufficient number of them,]] that it's legitimately a GameBreaker.
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* ''VideoGame/LiveALive'' has some variance to attack damage, but a few are fully randomized: most notably, supporting deuteragonist [[BountyHunter Mad Dog]] in the Wild West chapter has "Texas Jitterbug" as his best attack, involving him spinning in place and firing randomly. He might spread damage out evenly between all adjacent targets, focus the bulk of his fire on a random target, miss some targets entirely, or somewhere between those three possibilities. The problem is that you'll be relying on Mad Dog to carry his weight, because the Sundown Kid is a GlassCannon.

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* Crackle in ''VideoGame/{{Hearthstone}}'' is a Shaman spell from ''Goblins vs. Gnomes'' that costs 2 Mana with 1 Overload[[note]]You have X less Mana the next turn[[/note]] that deals somewhere between 3 and 6 damage to a single target. At worst, it's a more expensive Darkbomb, and at best it's a cheaper Fireball. It's one of the most hated cards to see against Aggro Shaman decks because it lets them squeeze in a cheap win for a low cost right before they lose steam, and Aggro Shamans hate using it because it can fizzle and cost them the match.
** Shamans also have Lightning Storm and Elemental Destruction, which have a damage range of 2-3 and 4-5, respectively. While RNG is aplenty in ''Hearthstone'', these are the only examples of randomized damage values.

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* ''VideoGame/{{Hearthstone}}'':
** This was a mechanic for Shamans in the [[EarlyInstallmentWeirdness very early days]].
Crackle in ''VideoGame/{{Hearthstone}}'' is a Shaman spell from ''Goblins vs. Gnomes'' that costs 2 Mana with 1 Overload[[note]]You have X less Mana the next turn[[/note]] that deals somewhere between 3 and 6 damage to a single target. At worst, it's a more expensive Darkbomb, and at best it's a cheaper Fireball. It's one of the most hated cards to see against Aggro Shaman decks because it lets them squeeze in a cheap win for a low cost right before they lose steam, and Aggro Shamans hate using it because it can fizzle and cost them the match.
** Shamans
There's also have Elemental Destruction which deals between 4-5 to all minions and Overloads for 5. Lightning Storm and Elemental Destruction, which have a damage range of 2-3 and 4-5, respectively. While RNG used to deal 2-3, but was later buffed to always deal 3.
** Imp-losion
is aplenty in ''Hearthstone'', these are the only examples of another randomized spell from ''Goblins vs. Gnomes'' that's even swingier than the Shaman examples. It's a 4-mana Warlock spell that deals 2-4 damage values.at random and summons a 1/1 Imp for each damage dealt. Hitting the full 4 was a massive tempo swing, however only hitting 2 could be game ''losing''.
*** This mechanic was [[ScrappyMechanic overall disliked]], since it was frustrating for the opponent on a highroll and frustrating for the player on a lowroll. ''Hearthstone'' certainly embraces randomness, but [=GvG=] set an early boundary on what was and wasn't fun RNG.
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Up To Eleven is a defunct trope


* ''{{VideoGame/Dota2}}'': Every unit from the heroes to creeps has attack damage that has a variable so damage is always dealing between minimal or maximum damage. Chaos Knight takes this UpToEleven where he not only has the most extreme damage variable (-15/+15 compare to most heroes's -3/+3 at average) but also has Chaos Bolt, which inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.

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* ''{{VideoGame/Dota2}}'': Every unit from the heroes to creeps has attack damage that has a variable so damage is always dealing between minimal or maximum damage. Chaos Knight takes this UpToEleven where he not only has the most extreme damage variable (-15/+15 compare to most heroes's -3/+3 at average) but also has Chaos Bolt, which inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.
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* ''VideoGame/ChronoTrigger'': Lucca has the Wondershot that deals random damage.

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* ''VideoGame/ChronoTrigger'': Lucca has the Wondershot gun. It has very high attack power, but its damage is affected by a multiplier that deals random damage.can range from 10% to 300%.
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Expanded the example on Lucky Star and Star Shower, and added info on Falling Star using info from the wiki.


* The ''VideoGame/EpicBattleFantasy'' series' role-playing entries, starting with ''VideoGame/EpicBattleFantasy1'' and ''[[VideoGame/EpicBattleFantasy2 2]]'', gives Natalie the ''Manga/LuckyStar'' spell, which is cheap on MP, but its damage varies wildly-it can range from a mere tickle to damage highly devastating for such a cheap spell. ''[[VideoGame/EpicBattleFantasy3 3]]'', ''[[VideoGame/EpicBattleFantasy4 4]]'' and ''[[VideoGame/EpicBattleFantasy5 5]]'' onward also gives her Star Shower, a multi-hitting AreaOfEffect version of the spell.

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* The ''VideoGame/EpicBattleFantasy'' series' role-playing entries, starting with ''VideoGame/EpicBattleFantasy1'' and ''[[VideoGame/EpicBattleFantasy2 2]]'', gives series has Lucky Star, a recurring NonElemental spell available for Natalie since [[VideoGame/EpicBattleFantasy1 the ''Manga/LuckyStar'' spell, which is first game]]. Whilst cheap on MP, but MP (in the first four games)/having no cooldown (in ''VideoGame/EpicBattleFantasy5''), its damage varies wildly-it wildly - it can range from a mere barely tickle to damage highly its victim, or inflict devastating damage for such a its cheap spell. ''[[VideoGame/EpicBattleFantasy3 3]]'', ''[[VideoGame/EpicBattleFantasy4 4]]'' and ''[[VideoGame/EpicBattleFantasy5 5]]'' onward also gives her cost. ''VideoGame/EpicBattleFantasy3'' introduces Star Shower, a multi-hitting AreaOfEffect version multi-target version, whilst ''VideoGame/EpicBattleFantasy5'' introduces Falling Star, a weaker variant of the spell.Lucky Star which appears exclusively from random effects.
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** {{Exaggerated|Trope}} with The Nothing, a wand that can be purchased as a reward for completing the [[TheVeryDefinitelyFinalDungeon Eldritch Outlook]]. Its damage parameters and [[VideoGameWeaponStats identifications]] are such that it will ''either'' deal several thousands of points of damage in a single hit, or [[CriticalFailure none at all]].

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** {{Exaggerated|Trope}} with [[https://wynncraft.fandom.com/wiki/The_Nothing The Nothing, Nothing]], a wand that can be purchased as a reward for completing the [[TheVeryDefinitelyFinalDungeon Eldritch Outlook]]. Its damage parameters and [[VideoGameWeaponStats identifications]] are such that it will ''either'' deal several thousands of points of damage in a single hit, or [[CriticalFailure none at all]].
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** {{Exaggerated|Trope}} with The Nothing, a wand that can be purchased as a reward for completing the [[TheVeryDefinitelyFinalDungeon Eldritch Outlook]]. Its damage parameters and [[VideoGameWeaponStats identifications]] are such that it will ''either'' deal thousands of damage in a single hit, or [[CriticalFailure none at all]].

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** {{Exaggerated|Trope}} with The Nothing, a wand that can be purchased as a reward for completing the [[TheVeryDefinitelyFinalDungeon Eldritch Outlook]]. Its damage parameters and [[VideoGameWeaponStats identifications]] are such that it will ''either'' deal several thousands of points of damage in a single hit, or [[CriticalFailure none at all]].

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* While all weapons in ''VideoGame/{{Wynncraft}}'' deal damage determined by a range of values, the limits are often further apart with [[ElementalPowers Thunder]]-based weapons, reflecting Thunder's portrayal as a more chaotic element.

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* ''VideoGame/{{Wynncraft}}'':
**
While all weapons in ''VideoGame/{{Wynncraft}}'' deal damage determined by a range of values, the limits are often further apart with [[ElementalPowers Thunder]]-based weapons, reflecting Thunder's portrayal as a more chaotic element.
** {{Exaggerated|Trope}} with The Nothing, a wand that can be purchased as a reward for completing the [[TheVeryDefinitelyFinalDungeon Eldritch Outlook]]. Its damage parameters and [[VideoGameWeaponStats identifications]] are such that it will ''either'' deal thousands of damage in a single hit, or [[CriticalFailure none at all]].

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