Proration

There are three types of damage scaling in Big Bang Beat: Revolve; one coming from the number of hits you did in your combo ("combo scaling"), one coming from the specific moves that you did in your combo ("move scaling"), and once coming from the health modifier of the character on the receiving end of the combo ("defense modifier"). Using these three scalings, one can calculate the percentage by which damage is scaled at anytime during the combo as follows.

Scaling = (Defense modifier) x (Move scaling) x (Combo scaling)

(in this particular order, since after each multiplication, the result is rounded down to percents)

Combo Scaling
The first hit of your combo will do full damage, after that, the damage reduces by 3% per hit. So the eleventh hit of your combo will only do 70% of its original damage, and so on, until the 34th hit or later hits, which will only deal 1% of its original damage.

Move Scaling
Most of any character's moveset will scale the damage of subsequent hits by themselves as well, on top of the scaling described above. In this respect, there are two types of moves. The first kind of moves has what is called "fixed proration". This means that the scaling will be forced down to the move's proration, if it was higher, else the scaling stays the same.

The second kind of moves has what is called "relative proration". This means that the move's proration always affects the scaling, no matter how high/low it was.

Example: Let's look at some of our main character's, Rouga's, normals.


 * 6A: 90% relative


 * 6B: 70% relative


 * 5A: 65% fixed

First, suppose Rouga does 6A 6B 5A 6A.


 * 6A: full damage


 * 6B: 90% damage


 * 5A: (90% x 70% =) 63% damage


 * 6A: (min(63%,65%)=) 63% damage

If we reorder the moves a bit, like 5A 6A 6B 6A, then the result is as follows.


 * 5A: full damage


 * 6A: 65% damage


 * 6B: (65% x 90% =) 58% damage


 * 6A: (58% x 70% =) 41% damage

So while the same moves are used before the final 6A, the difference between relative and fixed prorations causes the damage of the final 6A (and possible followups) in the two strings to be different.

Defense Modifier
Every character in the game has the same amount of health, namely 10000, but will be less (or more) susceptible to damage, depending the character, and on how much life he has left. Details are in the following table (for the demo for the moment)

So Rouga will receive 85% damage from attacks, during the entire round (except the first hit), and Erika Mizayato will receive 70% damage when she's almost dead.