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* ''[[VideoGame/EndlessFrontier Super Robot Wars OG Saga: Endless Frontier]]'' grants more experience points if players finish an opponent off with a "Support Attack" or an "Overdrive". The ''Endless Frontier EXCEED'' {{Sequel}} awards bonus experience for an Overdrive finish depending on whether one or more than one enemy is destroyed at the end of battle, but a "Support Finish" (where a partner assigned to a front row fighter in the party achieves the final hit) nets additional gold, while an "Assist Finish" (a non-support only party member in the back row) fills the Frontier Gauge up. The latter is noteworthy as ''EXCEED'' allows the gauge to carry over for every fight. It also possible to regain a percentage of Spirit Points equal to 1/10th of the maximum number of combo hits dealt in that battle, meaning players can use Spirit Commands a lot more often than in the first game if they're good at juggling enemies.
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[[folder: TabletopRPG]]

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[[folder: TabletopRPG]][[folder:Tabletop Games]]
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* The DS ''VideoGame/GloryOfHeracles'' game has defeated enemies hang around on-screen until they take a certain amount of extra damage. At that point, they're Overkilled and dissolve into Ether (which you need to cast spells). Undead enemies ''have'' to be Overkilled; otherwise they'll resurrect at the end of the turn (unless the fight ends before then). Thankfully, party members can't be Overkilled, and in fact enemies will sometimes waste turns hitting a defeated ally.

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* The DS ''VideoGame/GloryOfHeracles'' game has defeated In ''VideoGame/GloryOfHeraclesDS'' you can Overkill enemies hang around on-screen until they take a certain amount of extra damage. At that point, they're Overkilled and dissolve by dealing enough damage to their corpse, at which point it dissolves into Ether, replenishing both the party member's MP and the actual Ether (which on the battlefield, which you need to cast spells). spells. Corpses of normal enemies disappear by themselves at the end of the turn, but Undead enemies will ressurect instead, so you ''have'' to be Overkilled; otherwise they'll resurrect at the end of the turn (unless the fight ends either Overkill them or kill every other enemy before then).that. Thankfully, party members can't be Overkilled, and in fact enemies will sometimes waste turns hitting a defeated ally.
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* ''VideoGame/XenobladeChronicles2'' and ''[[VideoGame/XenobladeChronicles3 3]]'': Chain Attacks can continue until until the Chain attack gauge is emptied, or you destroy enough orbs to go into Elemental Burst (in ''2''), or complete an Ouroboros Order (in ''3'') . If you deplete the targeted enemy's health during a Chain Attack, you will cause an "Overkill", converting any extra attacks into an ExperiencePoint multiplier. In ''2'', you will also gain additional drops from the enemy just by killing them with a chain attack.

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* ''VideoGame/XenobladeChronicles2'' and ''[[VideoGame/XenobladeChronicles3 3]]'': Chain Attacks can continue until until the Chain attack gauge is emptied, or you destroy enough orbs to go into Elemental Burst (in ''2''), or complete an Ouroboros Order (in ''3'') . If you deplete the targeted enemy's health during a Chain Attack, you will cause an "Overkill", converting any extra attacks into an ExperiencePoint multiplier. In ''2'', you will also gain additional drops from the enemy just by killing them with a chain attack.
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* ''VideoGame/XenobladeChronicles3'': Chain Attacks can continue until you exhaust all the party members' attacks or until you do an Ouroboros attack. If you deplete the targeted enemy's health during a Chain Attack, any extra attacks you do will increase the ExperiencePoints multiplier.

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* ''VideoGame/XenobladeChronicles3'': ''VideoGame/XenobladeChronicles2'' and ''[[VideoGame/XenobladeChronicles3 3]]'': Chain Attacks can continue until you exhaust all the party members' attacks or until the Chain attack gauge is emptied, or you do destroy enough orbs to go into Elemental Burst (in ''2''), or complete an Ouroboros attack. Order (in ''3'') . If you deplete the targeted enemy's health during a Chain Attack, you will cause an "Overkill", converting any extra attacks into an ExperiencePoint multiplier. In ''2'', you do will increase also gain additional drops from the ExperiencePoints multiplier.enemy just by killing them with a chain attack.

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Thought I might as well alphabetise the folder while I was adding an entry.


* In ''VideoGame/MegaManStarForce 3'', overkilling an enemy with a non-elemental card attack will increase the Noise level by the amount of extra damage. When the level exceeds 200%, you can transform into your [[SuperMode Finalized form]]; additionally, ending a battle with upwards of 100% Noise will enable you to obtain [[RandomDrop Illegal Data]].

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* In ''VideoGame/MegaManStarForce 3'', overkilling ''VideoGame/{{Bloodborne}}'': As in ''Dark Souls 1'' below, attacking enemies as their death animation plays gives an enemy with a non-elemental card attack will increase the Noise level by the amount of extra damage. When the level exceeds 200%, unintended bonus, only this time it applies to all enemies: you can transform into your [[SuperMode Finalized form]]; additionally, ending a battle with upwards still regain health from attacking enemies who are in the middle of 100% Noise will enable you to obtain [[RandomDrop Illegal Data]].dying.


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* In ''VideoGame/MegaManStarForce 3'', overkilling an enemy with a non-elemental card attack will increase the Noise level by the amount of extra damage. When the level exceeds 200%, you can transform into your [[SuperMode Finalized form]]; additionally, ending a battle with upwards of 100% Noise will enable you to obtain [[RandomDrop Illegal Data]].
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* ''VideoGame/GoldenSun'' Killing an enemy with [[ElementalRockPaperScissors a Djinni of the appropriate element]] causes the enemy to glow briefly before it dies, and gives more coins and increases the probability of it dropping an item or weapon.

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* ''VideoGame/GoldenSun'' ''VideoGame/GoldenSun'': Killing an enemy with [[ElementalRockPaperScissors a Djinni of the appropriate element]] causes the enemy to glow briefly before it dies, and gives more coins and increases the probability of it dropping an item or weapon.



* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' has overkill mechanic. If character in one hit deals 5 time more damage than target enemy's current HP, then party will gain 10% experience bonus at the end of the battle. These bonuses can be stacked.

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* ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' has an overkill mechanic. If a character in one hit deals 5 time times more damage than the target enemy's current HP, HP in one hit, then the party will gain a 10% experience bonus at the end of the battle. These bonuses can be stacked.



** The [[ClassAndLevelSystem Gunzerker class]] has one skill-tree end with the skill "No Kill Like Overkill". After getting a kill the extra damage done is then added to all gun attacks made[[note]]Though this can't make an individual shot more than five time as powerful otherwise.[[/note]] for a couple second or until you kill another enemy. So if one kills a weakened enemy with something like a rocket launcher then pulls out a machine gun, it can get pretty crazy powerful.

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** The [[ClassAndLevelSystem Gunzerker class]] has one skill-tree end with the skill "No Kill Like Overkill". After getting a kill kill, the extra damage done is then added to all gun attacks made[[note]]Though this can't make an individual shot more than five time times as powerful otherwise.as normal.[[/note]] for a couple second seconds or until you kill another enemy. So if one kills a weakened enemy with something like a rocket launcher launcher, then pulls out a machine gun, it can get pretty crazy powerful.



* In one version of ''TabletopGame/{{Warhammer}}'' if characters would always use every attack they had in a duel, even if they had already killed their opponent. Every wound they inflicted beyond death would increase the morale penalty suffered by nearby troops. Seeing your leader slain by the enemy champion is disheartening; seeing your leader sliced into bloody chunks by the enemy champion, who is now looking in your direction, is terrifying.
* Similarly, in ''TabletopGame/{{Ironclaw}}'' inflicting 6 or more damage on a target will "overkill" them and automatically render their allies Afraid (unable to attack, at least until they can rally again).
* Overkilling an enemy machine in ''TabletopGame/BattleTech'' may not mean much (other than making the unit and any CriticalHit unable to be salvaged), but overkill someone in on-foot scenarios in ''[=MechWarrior=]''[[note]]The RPG, not the [[VideoGame/MechWarrior computer games]] or ''[=MechWarrior=]: Dark Age''[[/note]], and they are ''well'' beyond the means of medical help. 'Deadly' wounds, IE, injuries that meet or exceed hit points, can still be survived by any character, player or NPC, with a large dose of luck. There is no surviving a 'Fatal' wound at ''all'', which describes characters thus afflicted as "very definitely dead, and [[NotEnoughToBury there's not much left to put in a coffin, either]]."

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* In one version of ''TabletopGame/{{Warhammer}}'' if ''TabletopGame/{{Warhammer}}'', characters would always use every attack they had in a duel, even if they had already killed their opponent. Every wound they inflicted beyond death would increase the morale penalty suffered by nearby troops. Seeing your leader slain by the enemy champion is disheartening; seeing your leader sliced into bloody chunks by the enemy champion, who is now looking in your direction, is terrifying.
[[OhCrap terrifying]].
* Similarly, in ''TabletopGame/{{Ironclaw}}'' ''TabletopGame/{{Ironclaw}}'', inflicting 6 or more damage on a target will "overkill" them and automatically render their allies Afraid (unable to attack, at least until they can rally again).
* Overkilling an enemy machine in ''TabletopGame/BattleTech'' may not mean much (other than making the unit and any CriticalHit unable to be salvaged), but overkill someone in on-foot scenarios in ''[=MechWarrior=]''[[note]]The RPG, not the [[VideoGame/MechWarrior computer games]] or ''[=MechWarrior=]: Dark Age''[[/note]], and they are ''well'' beyond the means of medical help. 'Deadly' wounds, IE, injuries that meet or exceed hit points, can still be survived by any character, player or NPC, with a large dose of luck. There is no surviving a 'Fatal' wound at ''all'', which describes characters thus afflicted as "very "[[DeaderThanDead very definitely dead, dead]], and [[NotEnoughToBury there's not much left to put in a coffin, either]]."



* In ''VideoGame/MarvelAvengersAlliance'' you get a special bonus and extra mission points whenever you do just this to finish off an enemy. The resulting damage labels range from Overkill to Epic Overkill depending on how much extra damage you do.

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* In ''VideoGame/MarvelAvengersAlliance'' ''VideoGame/MarvelAvengersAlliance'', you get a special bonus and extra mission points whenever you do just this to finish off an enemy. The resulting damage labels range from Overkill to Epic Overkill depending on how much extra damage you do.



* The first ''VideoGame/PokemonRanger'' game had bonus experience given to the player should they loop the Pokemon more times than necessary before they capture it. This was removed from later games simply due to an overhaul in the damage system.

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* The first ''VideoGame/PokemonRanger'' game had bonus experience given to the player should they loop the Pokemon Pokémon more times than necessary before they capture it. This was removed from later games simply due to an overhaul in the damage system.

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* Enemies in ''VideoGame/DarkSoulsI'' drop more [[PracticalCurrency souls]] when one attack does enough damage to OneHitKill them (regardless of how much health they had before the last hit).

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* ''VideoGame/DarkSoulsI'':
**
Enemies in ''VideoGame/DarkSoulsI'' drop more [[PracticalCurrency souls]] when one attack does enough damage to OneHitKill them (regardless of how much health they had before the last hit).hit).
** In a (presumably) unintentional example, the combined health bar of the 4 Kings has slightly more health than those of the individual kings added together. To avoid fighting a 5th king, it's necessary to do extra damage to each king that spawns (or to continue to attack during their rather long death animation). Doing so can also effectively reduce the HP of the final king, as he dies as soon as the combined health bar hits zero.
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* In ''VideoGame/ValkyrieProfile'', juggling an already-defeated enemy can make it drops crystals (which grant more experience) or even treasure chests.
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* ''VideoGame/XenobladeChronicles3'': Chain Attacks can continue until you exhaust all the party members' attacks or until you do an Ouroboros attack. If you deplete the targeted enemy's health during a Chain Attack, any extra attacks you do will increase the ExperiencePoints multiplier.
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** Inverted with "Honorable Kill", which triggers if the damage source used to kill the minion is exactly equal to their remaining health.
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* ''VideoGame/GoldenSun'' Killing an enemy with [[ElementalRockPaperScissors a Djinni of the appropriate element]] causes the enemy to glow briefly before it dies, and gives more coins and increases the probability of it dropping an item or weapon.
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* ''VideoGame/{{Inscryption}}'':
** Overkill damage when attacking a card will also strike any card waiting in the lane behind the killed card. This damage cannot hurt your opponent.
** Overkill damage when attacking your opponent is directly converted into currency used for purchase of in-game items.

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[[folder:Beat-'em-up]]
* ''VideoGame/StreetsOfFury'': Players can juggle enemies even after they die, continuing to fill their [[ManaMeter super meter]] as if they were still alive. Combo an enemy long enough, and they [[StuffBlowingUp explode]].
[[/folder]]



* ''VideoGame/KillerInstinct'' enforces this in the 2013 title by allowing players to continue their combos even if they kill their foe, and allowing that continued combo to even gain meter. This extra meter allows such things like [[TheresNoKillLikeOverkill using one Ultra Combo, then activating Instinct Mode to reset the combo, and then gaining enough meter to make another Ultra Combo]].

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* ''VideoGame/KillerInstinct'' ''VideoGame/KillerInstinct2013'' enforces this in the 2013 title by allowing players to continue their combos even if they kill their foe, and allowing that continued combo to even gain meter. This extra meter allows such things like [[TheresNoKillLikeOverkill using one Ultra Combo, then activating Instinct Mode to reset the combo, and then gaining enough meter to make another Ultra Combo]]. Doing extra damage to opponents in Shadow Lords also [[RandomDropBooster boosts loot drop rate]].
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* In ''VideoGame/FateGrandOrder'', since a single character cannot change their attack target even after the target is dead, the game gives additional Critical Stars and NP Charge for each additional hit. This can encourage players to go for Overkills, as it benefits them for the next turn.
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* In ''Ongeki'', after you've destroyed the entire enemy team, continuing to hit notes will build up an "Over Damage" bonus.

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* In ''Ongeki'', ''VideoGame/{{ONGEKI}}'', after you've destroyed the entire enemy team, continuing to hit notes will build up an "Over Damage" bonus.
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* [[DependingOnTheWriter Depending on the campaign]], sheer overkill can be necessary in ''TabletopGame/{{GURPS}}''. The important threshold is putting your target under negative ten times their max HP, which destroy the body. Some forms of resurrection "require a mostly intact corpse". Especially important in ''AfterTheEnd'' when dealing with a ZombieApocalypse, this will prevent your enemy from raising from the dead.
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* ''VideoGame/HearthstoneHeroesOfWarcraft'':
** Hearthstone has a keyword "Overkill". It will be followed by an effect which triggers whenever the card with the keyword inflicts more damage on a target than is required to kill it.
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** Typically averted when attacking with creatures. No matter how much power your creature has, it can be blocked by any creature your opponent controls. The defending creature will be destroyed if it has lower toughness than your attacking creature, but the surplus damage is lost. Blocking particularly powerful creatures with low toughness creatures is known as "chump blocking" on the competitive scene.

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** Typically averted when attacking with creatures. No matter how much power your creature has, it can be blocked by any creature your opponent controls. The defending creature will be destroyed if it has lower toughness than your attacking creature, creature's power[[note]]Certain abilities, like double strike and deathtouch, alter the calculation[[/note]], but the surplus damage is lost. Blocking particularly powerful creatures with low toughness creatures is known as "chump blocking" on the competitive scene.

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