SD GUNDAM BATTLE ALLIANCE

SD GUNDAM BATTLE ALLIANCE

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Shimaaji Aug 26, 2022 @ 6:41am
does damage scale relative to attacker and target lvl?
Maybe that's just a subjective feeling, since I didn't actually write down numbers, but: Does damage also scale according to the level difference between attacker and target? I think it "felt" that way from my occasional observation of damage numbers.

(Meaning: For example a suit at lvl 20 with 400 ranged value would deal more ranged damage to certain enemy X at lvl 20 than the same attacking suit at lvl 15 with 400 ranged value using the same attack. (?))
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Showing 1-15 of 22 comments
KillMaimDevour7 Sep 7, 2022 @ 12:57pm 
Not sure, but the difference in enemy damage dealt to you between difficulties is a bit too high in my opinion. Did it as a test and ran missions in Directory 7 with Wing Zero on both Easy and Normal. Easy was obviously a cakewalk, but the damage feels like it doubles or even nearly triples going from Easy to Normal, which is not a fun experience to have if you're a casual player playing on Easy first to get MS and parts in preparation for a Normal run. For context, I have the Switch version of the game.

I played the vast majority of my playthrough on Normal with mostly Sharpshooter MS since it seemed to be the most reliable source of damage while being safe enough to make a few mistakes here and there.

And then I get to the final mission of Directory 7...

This MOTHER ♥♥♥♥♥♥ hits incredibly hard, has a ton of health AND an I-Field, moves incredibly fast and sporadically, and leaves pretty much zero safe windows for healing without the Mechanic skill increasing heal speed. Oh, and he also has ultra-wide hitboxes on his melee and multiple AOE attacks.

I could not, for the life of me, beat him with my main Sharpshooter build on Normal no matter how hard I tried. AND IT WAS LEVEL 50. In no way should there be a situation where a max-level MS cannot beat a Normal stage with an appropriate build. All I want is for enemies to not have such a large increase to their damage from Easy to Normal, save that BS for Hard.
Stray Sep 7, 2022 @ 1:04pm 
Yes, if you are lower level enemy Units will take less damage from you and deal more damage to you and it increases more levels you are below them.

If you are Higher level you don't get much of a damage bonus and I dont think you get much of a defense bonus. IE: I take pretty much the same damage from grunts at LVL 80 and on a Lvl 76 (Pretty much like 15-20) vs maybe 10-15 from lvl 50 Grunts. While some weapons like my Strike Freedom's Sub2 weapon will one shot a Grunt on Normal, the same mission on Hard just leaves them with a Pixel of HP
Entropy Sep 7, 2022 @ 4:40pm 
Originally posted by KillMaimDevour7:
Not sure, but the difference in enemy damage dealt to you between difficulties is a bit too high in my opinion. Did it as a test and ran missions in Directory 7 with Wing Zero on both Easy and Normal. Easy was obviously a cakewalk, but the damage feels like it doubles or even nearly triples going from Easy to Normal, which is not a fun experience to have if you're a casual player playing on Easy first to get MS and parts in preparation for a Normal run. For context, I have the Switch version of the game.

I played the vast majority of my playthrough on Normal with mostly Sharpshooter MS since it seemed to be the most reliable source of damage while being safe enough to make a few mistakes here and there.

And then I get to the final mission of Directory 7...

This MOTHER ♥♥♥♥♥♥ hits incredibly hard, has a ton of health AND an I-Field, moves incredibly fast and sporadically, and leaves pretty much zero safe windows for healing without the Mechanic skill increasing heal speed. Oh, and he also has ultra-wide hitboxes on his melee and multiple AOE attacks.

I could not, for the life of me, beat him with my main Sharpshooter build on Normal no matter how hard I tried. AND IT WAS LEVEL 50. In no way should there be a situation where a max-level MS cannot beat a Normal stage with an appropriate build. All I want is for enemies to not have such a large increase to their damage from Easy to Normal, save that BS for Hard.


Just get a partner that does burst damage and trigger its special so he can aggro the boss, then use that skill that heals your team-mates with you and heal up while your partner has the aggro.

Using a melee partner also helps since they have a lot of HP and will generally draw aggro somewhat easier too.

Beat all the game in normal, after final boss i was level 46 or something
KillMaimDevour7 Sep 7, 2022 @ 5:11pm 
Originally posted by Entropy:
Originally posted by KillMaimDevour7:
Not sure, but the difference in enemy damage dealt to you between difficulties is a bit too high in my opinion. Did it as a test and ran missions in Directory 7 with Wing Zero on both Easy and Normal. Easy was obviously a cakewalk, but the damage feels like it doubles or even nearly triples going from Easy to Normal, which is not a fun experience to have if you're a casual player playing on Easy first to get MS and parts in preparation for a Normal run. For context, I have the Switch version of the game.

I played the vast majority of my playthrough on Normal with mostly Sharpshooter MS since it seemed to be the most reliable source of damage while being safe enough to make a few mistakes here and there.

And then I get to the final mission of Directory 7...

This MOTHER ♥♥♥♥♥♥ hits incredibly hard, has a ton of health AND an I-Field, moves incredibly fast and sporadically, and leaves pretty much zero safe windows for healing without the Mechanic skill increasing heal speed. Oh, and he also has ultra-wide hitboxes on his melee and multiple AOE attacks.

I could not, for the life of me, beat him with my main Sharpshooter build on Normal no matter how hard I tried. AND IT WAS LEVEL 50. In no way should there be a situation where a max-level MS cannot beat a Normal stage with an appropriate build. All I want is for enemies to not have such a large increase to their damage from Easy to Normal, save that BS for Hard.


Just get a partner that does burst damage and trigger its special so he can aggro the boss, then use that skill that heals your team-mates with you and heal up while your partner has the aggro.

Using a melee partner also helps since they have a lot of HP and will generally draw aggro somewhat easier too.

Beat all the game in normal, after final boss i was level 46 or something

I did exactly that. But this game seems to think that aggro should be utterly and completely random unless you are just that much stronger than the AI partners. All bosses focus down me and me alone unless I practically let the AI fight them alone. Gang Up On The Human is in full swing here it seems.
Stray Sep 7, 2022 @ 6:37pm 
Aggro is pointless even if you bring an Infighter they won't be doing enough damage or proper combos to actually hold Attention so Boss will focus you, especially Sharpshooter
That's why it's a pain to Hold Aggro even online as a Infighter with Provoke unless you have a bunch of Hate Up Parts it will constantly be swapping back and forth between the Sharpshooter and Infighter and by the time you get aggro the Sharpshooter has Ammo back, hell even with Jammer I would still take Aggro back. (it will probably work better if you have people you know playing with you who have Provoke and Sharpshooters have Both Jammer then I can see it working)

Only reason to Bring an AI Infighter is because you want them to have more health or grapple an AI while you attack their Alliance Effect isn't nearly as Useful as Boost Capacity and Boost Recovery Speed from All-ROunders, and Repair Recovery, Repair Time, and Restore time from Sharpshooters it's mostly there to help you Melee units, and some Sharpshooters like Full Armor Unicorn, Chedrium, Phoenix who do actually make use of their melee
Last edited by Stray; Sep 7, 2022 @ 6:42pm
GoodIntent Sep 7, 2022 @ 7:01pm 
Take the skill that gives you infinite guard gauge after roll action, as guarding attacks gives you faster aggro degradation and also deals balance DMG. From what I've seen that burst DMG may have a temp aggro multiplier instead of a flat increase, I guess it's a hard counter for glass cannon nukers.
KillMaimDevour7 Sep 7, 2022 @ 8:42pm 
Honestly just thinking of giving up on Sharpshooters entirely and just using the absolute melee god that is Barbatos Lupus Rex since his SPA turns you into a boss-deleting monster. He's the only consistent way I can rip chunks of health off of bosses.

Now if only Infighters had more than 3 Repair Kits...
GoodIntent Sep 7, 2022 @ 9:08pm 
Originally posted by KillMaimDevour7:
Honestly just thinking of giving up on Sharpshooters entirely and just using the absolute melee god that is Barbatos Lupus Rex since his SPA turns you into a boss-deleting monster. He's the only consistent way I can rip chunks of health off of bosses.

Now if only Infighters had more than 3 Repair Kits...

You could always run medic with the barkx, there was also someone went full yolo and run indomitable for that 15 sec immortality.
✨Nutkun7993✨ Sep 7, 2022 @ 9:38pm 
You particularly has infinite medic kit when you're level 80 and the fact that infighter has super armor with action role and combine with damage cut skill and 15 secs immortal. It's super no brain mode.

How aggro works is the same as how your skill meter is filling, it's hard coded into weapon base damage. Even though you deal crappy damage due to equipped part but if it's one of those super OP sub weapon naturally then you can always expect being targeted for eternality. Can you guess which type of suit has infinite sub weapon? Bad news is boss enemy know the answer.

AI story mode that follow player has massive hate decreased passive, they particularly are not existing in boss eye once you get into a fight. AI partner won't spam sub weapon randomly like player so they never go drawing some aggro except for SPA of All rounder type like for example Double X with auto lock SPA and never miss will draw aggro for a quite a few minutes.
Last edited by ✨Nutkun7993✨; Sep 7, 2022 @ 10:12pm
Tiniturtle Sep 7, 2022 @ 11:37pm 
u deal less damage if u r too far under lv compare to ur target
u dont deal more damage if u r over lvl btw
ur damage take is depend on mission difficult and ur damage negate %
that is all i notice
KillMaimDevour7 Sep 8, 2022 @ 1:57pm 
Finally managed to beat the last mission on D7. Still used the Wing Zero, but noticed that my Piercer skill that I always have on wasn't there the last time. Couple that with AI Double X and Strike Freedom and he went down much easier than before.

Starting to wonder what people are going on about with the whole "Sharpshooters are bad" routine if Barbatos Lupus Rex couldn't beat it a level 50 but Wing Zero can. Even intentionally lowered Wing zero down to 45 just to see if level alone was the cause, and nope. Still beat him with a Wing Zero 5 levels below his.
Stray Sep 8, 2022 @ 2:09pm 
Originally posted by KillMaimDevour7:
Finally managed to beat the last mission on D7. Still used the Wing Zero, but noticed that my Piercer skill that I always have on wasn't there the last time. Couple that with AI Double X and Strike Freedom and he went down much easier than before.

Starting to wonder what people are going on about with the whole "Sharpshooters are bad" routine if Barbatos Lupus Rex couldn't beat it a level 50 but Wing Zero can. Even intentionally lowered Wing zero down to 45 just to see if level alone was the cause, and nope. Still beat him with a Wing Zero 5 levels below his.

Originally posted by KillMaimDevour7:
Honestly just thinking of giving up on Sharpshooters entirely and just using the absolute melee god that is Barbatos Lupus Rex since his SPA turns you into a boss-deleting monster. He's the only consistent way I can rip chunks of health off of bosses.

Now if only Infighters had more than 3 Repair Kits...

What? WHAT? Who said that you recently said that you can't do damage with them, but that seems like a personal issue

Sharpshooters are pretty much the strongest damage dealer in the game it's why majority of people use them for Hard Chaos and Hard EX Missions they just do so much damage and can keep Mobile Suit Bosses broken, or or safely and constantly hit Mobile Armors while dealing a bunch of damage and not have to chase them and keep themselves in danger to deal damage.

Additionally, Barbatos Lupus Rex isn't that great he's pretty slow for some of his attacks even when cancelled enemies will be able to recover during it and leading it to possibly miss and his SPA Duration even with Energy Burst is one of the shortest Buffs, he's not bad but he's not to be considered THE BEST Infighter
Last edited by Stray; Sep 8, 2022 @ 2:16pm
✨Nutkun7993✨ Sep 8, 2022 @ 3:32pm 
Sharpshooter has little bit drawback in early game, their extremely low hp and lack of good suit which all of them are locked way late into a game, bad tracking moveset in early unit and matter of lockon system. Get taken down so easily early game where players are pretty much running in blind and will definitely make an error due to lack of knowledge about a boss. Even with 5 starter medic kits, they mostly are just wasted on being down over and over again trying to learn a pattern of boss, they're actually the worst learning curve suit in a game. So yes there will be that kind of opinion.

Sharpshooter only shine and completely make every other class obsolete on the hand of late game/veteran player who know exactly how the mission would play out ahead, and have a complete set of parts to enable OP playstyle.
Last edited by ✨Nutkun7993✨; Sep 8, 2022 @ 3:32pm
Stray Sep 8, 2022 @ 3:51pm 
You don't need Late-Game Mobile Suits for Sharpshooters, Kampfer is a beast and Cherudim which is also extremely good and scales into the game and can be used in melee and have high hit counts because Sub1 hits multiple times for 9 Hits each, and it's melee combos are also a lot of multi hits and are counted as Ranged so it scales really well into the game.

Additonally you can get Full Armor Gundam, Shiki, F91, Wing Zero, Mid-game

Only issue early is that you can't instantly real refill your ammo till you get raring to go and learn to make sure to hit the boss when it's still or close so that shots don't go flying somewhere else, and if you are dying a lot just equip 1 HP Part, ya it's not a damage part but you don't do damage if you are dead and don't know how to play the game
Last edited by Stray; Sep 8, 2022 @ 3:51pm
✨Nutkun7993✨ Sep 8, 2022 @ 4:29pm 
If it's required to get good early game then it's not that beast of the class right? That's a problem most people has, that's where mixed review come from. Most people won't go above Dir2 (Kampfer is on dir3)(Cherudim is on dir2 chaos mission but not only on the stage with two bosses. chaos only unlock on dir3 onward) before being completed destroyed by bosses and claimed that the design was bad. That's where most opinion of Sharpshooter being bad come from on those social media.

I didn't say those opinion was right. I only state where that statement come from. You're right about what you say, it's just those mindset wasn't applied that worldwide to whom with first impression of the game.

But as you can see there's another problem after reaching end game now and only class that can shine braindead is Sharpshooter while other two classes still have to be on get good trip. So even veteran give out different mixed review on this case depending on the experience they have, without fix or patch the review and public may stay mixed that way for a long while.
Last edited by ✨Nutkun7993✨; Sep 8, 2022 @ 5:03pm
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Date Posted: Aug 26, 2022 @ 6:41am
Posts: 22