Mega Man RPG Prototype Community

Community  »  Bug Reports  » 

Gemini Laser Glitch?

June 16th, 2014 at 10:09pm
 
TailsMK4Omega
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Not sure what causes this one, but occasionally the Gemini Laser does 0 damage to the last robot that receives the damage from the weapon. This has happened before with the front robot taking damage and the other robot active at the time taking 0 damage. This only happens occasionally, as other times I've seen the weapon do proper damage. In this example picture, Air Man took 0 damage from the laser twice, and Quick Man also took 0 damage during one Gemini Laser attack in my last battle on Final Destination III. I have had this encountered one other time on another stage, might have been Guts Man's stage. This never happened in Final Destination II, though, which adds to the weirdness of the problem. I'm almost wondering if the field modifiers may be a possible trigger for this one.

0 damage against Air Man...
0 damage against Heat Man, too, even though it was just him and Flash Man.

EDIT: Haven't encountered this in the Bonus Fields. I'm not really sure what causes it.

Adrian Edit on 2019/01/31 - This bug appears to have been fixed with one of the updates or patches to the game as no one has brought it up since then. Please create a new thread if this pops up again, and apologies for the inconvenience. Locking thread.
Gemini Laser Glitch?
Posted by TailsMK4Omega on June 16th, 2014 at 10:09pm
Viewed 844 Times

5 Comments

MerryBossMan
 
Administrator
MerryBossMan
79,597,273 BP
55 TP | 1831 PP
Posted on June 17th, 2014 at 1:15am
Posted 2014/06/17 at 1:15am
#1
Well Tails, my hypothesis is that since the farther a way a bot is, less damage is taken. Add the fact that Laser has considerably low power, the damage taken by robots at the end of bench is minimal and as this thread describes, none. The reason why it doesn't damage the robots at the end in the fields you described is because of the multipliers. Try it in Reflection Chamber/fusion, the same should go there.

Now the question is there supposed to be attacks that cause no damage. Let's get realistic here in that there should be. Some robots ARE too powerful for puny attacks. To quote my favorite RPG, Dragon Ball Z: Legend of the Super Saiyan or more commonly known as the accepted name Dragon Ball Z: Supa Saiyan Densetsu(try it! Multiple websites allow you to play the game without downloading, it's strategic which is saying something for the RPG genre, it has fluid animation and visuals for SNES, it downgrades the confusing story, and it gives FinAl Fantasy 7 a run for it's money. Anyway, got offtrack.)

"The enemy is too powerful!"

You read all my praise to read 4 words. Anyway, try it. I'll definitely provide a link tomorrow. To anyone who says this is illegal, that might be true, but Japan only release with great English fan-translations. It sometimes is a grind fest though, so be careful!
^ Top
Reisrat
 
Moderator
Reisrat
2,956,750 BP
8 TP | 309 PP
Posted on June 17th, 2014 at 7:32am Edited on 2014/06/17 at 7:43am
Posted 2014/06/17 at 7:32am Edited 2014/06/17 at 7:43am
#2
I've heard of it, it's not my kind of game.

To use a more well known example, if a unit in Fire Emblem, say, The Black Knight in Path of Radiance, or Hector in Blazing Sword, has too much defense (or Plot Armor), you get this euphoric/heart-sinking little tink noise and a big "NO DAMAGE" instead of a number.

This is just the damage degrading too far to do anything though. More like someone in Jagged Alliance 2 getting grazed by some handcannon from a third of the way across the map and taking 2 damage.

See I can show off too.
^ Top
Ageman20XX
 
Developer
Ageman20XX
9,228,071 BP
221 TP | 575 PP
Posted on June 17th, 2014 at 10:28am
Posted 2014/06/17 at 10:28am
#3
I too think this has to do with the Gemini Laser running out of power, but I'll have to do some testing to be sure. The Gemini Laser looses about 10% of its power after each hit, and when you combine that with the benched-robots-take-less-damage-based-on-position mechanic, I could see the ability sometimes running out of juice before it makes it to the end. Also, I used to always round UP the damage to ensure it was always at least 1 point, but that didn't seem fair for robots with super high defense so I changed to round properly (which sometimes goes down to zero). I will look into this though, just in case.
^ Top
TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 17th, 2014 at 12:41pm
Posted 2014/06/17 at 12:41pm
#4
@MegaBossMan : Except that the Gemini Laser has always done a small amount of damage to the last robot. Sometimes it does 0 damage, and that's the glitch. Try it out for yourself and you might see where I'm getting at. Also, last I recall, it's impossible to do 0 damage to a robot unless that robot has an immunity or an affinity to the weapon. I never got 0 damage using Flash Stopper or Rain Flush in the same conditions that Gemini Laser was used.
^ Top
KingYamato
 
KingYamato
3,781,753 BP
3 TP | 34 PP
Posted on July 28th, 2014 at 11:39am
Posted 2014/07/28 at 11:39am
#5
Yes, Adrian is correct. The Gemini Laser does continually lose power with each hit. If the robot's defense is high enough (and/or the attacking robot's attack is low enough), it can lead to the laser dealing zero damage. I've had this happen while facing opponents with more than 1 level 100 bot. An enemy in the middle of the line will take zero damage but a lower-level bot behind them will still take damage. This also can happen if a robot with Leaf Shield active is switched out.
^ Top
5 Comments

- comments disabled -

MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2024
This fangame was created by and his team. It is not affiliated with or endorsed by Capcom.
« Back to Home | Cookie Policy | Data API | Contact & Feedback | Play the Prototype »