MechWarrior: Living Legends 0.7
MechWarrior: Living Legends Wandering Samurai Studios Series Release 2009 Mode(s) Mechwarrior: Living Legends (also known as MW:LL or MWLL) is an award-winning,, multiplayer, based in the universe, and using as its engine; it is one of the few mods based on the BattleTech universe (and its supporting ) to have been sanctioned by —who currently (as of 2011) owns the rights to the Mechwarrior video-game franchise—and additionally received pre-SDK support and sanctioning directly from, producers of the games' engine. On December 26, 2009, an (version 0.1.0) was released via and other distribution methods. Because the project changes the play-style and feel of the game it is originally based on ( and ) so completely as to be unrecognizable in comparison, it is billed as a 'full-conversion' mod, since little to no trace of the original game's art or play-style (besides the most basic menus seen when first loading the game) exists any longer within MW:LL. Contents • • • • • History [ ] Mechwarrior: Living Legends is based in the BattleTech universe and began as a mod for.
The Solitaire released with MWLL Beta 0.7.0. It was first shown in the MWLL 0.7.0 New Assets forum thread and was a complete surprise. The Solitaire is the fastest light mech in the game, with the ability to clock out at 216KPH while using MASC. The mech however, is also the weakest in terms of armor.
However, for a number of reasons, the team decided to switch to and continue development on the CryEngine 2. Not long after the switch, German Crysis developer Crytek announced that the team would be one of only four to receive the Crysis Software Development Kit (SDK) in advance. With the release of version 0.4.0, support for was added.
With the release of version 0.5.0, the team only supports Crysis Wars. The project was the recipient of the award and - due to rules preventing one mod from winning the same award twice - an Honorable Mention in 2010 and 2011. Since early 2012, Mechwarrior Living Legends also gained an with.
It was announced on January 16, 2013 that 0.7.0 would be the final patch for the game. On Friday October 28, 2016 a new development team, unaffiliated with Wandering Samurai, released a 0.8.0 version of the game.
This version was dubbed a 'community edition' and resulted in two more hot fix releases with minor content changes before the end of 2016. Gameplay [ ] MW:LL is a network multi-player only game with no single-player mode. As such, it has no specific story and does not seek to establish. The game is limited strictly to the point of view, and focuses largely on, including the franchise hallmark. Additionally, it is the first game in the MechWarrior series to allow players to operate a wide range of vehicles in addition to 'Mechs including,,, and aerospace fighters. The game offers three game modes: Solaris Arena, a free-for-all deathmatch with announcer chatter and an arena setting, Team Solaris Arena, a team based deathmatch, and Terrain Control, an objective based game mode revolving around capturing bases for points or spawn tickets, similar to the Conquest game mode in the.
Reception [ ] In 2014 MechWarrior: Living Legends was named by among the 'Ten top fan classics you can play for free right now'. References [ ]. Webcitation.org: ModDB.com. Archived from on 2 April 2011.
Retrieved 2 April 2011. Webcitation.org: ModDB.com. Archived from on 2 April 2011. Retrieved 2 April 2011. Webcitation.org: IGN.com. Archived from on 3 April 2011. Retrieved 3 April 2011.
• Chris Faylor (24 September 2007).. Webcitation.org: Shacknews.com. Archived from on 3 April 2011. Retrieved 17 November 2009. Crymod.com: CryTek.
Archived from on 3 April 2011. Retrieved 3 April 2011.
Webcitation.org: shacknews.com. Archived from on 3 April 2011. Retrieved 3 April 2011. Webcitation.org: Joystiq.com.
Archived from on 3 April 2011. Retrieved 3 April 2011. Archived from on 3 April 2011.
Retrieved 3 April 2011. Wandering Samurai Studios via ModDB.com.
Archived from on 12 October 2011. Retrieved 2 April 2011. WebCite: ModDB.com, DesuraNET. Archived from on 2 April 2011. Retrieved 2 April 2011.
• Defender (16 January 2013).. Retrieved 21 January 2013. • • • • • • • Craig Pearson (2014-01-01)...
External links [ ] •.
A wild TOMBSTONE appeared! Alucard used SLASH!. All successful attacks must inflict some measure of damage, no matter how minor.
You've gotten the (or plus more, even), the spikiest, armor and trinkets in the game, and your stats make you an almost under most circumstances.But that outside your hometown still does a measly ONE point of damage! In fact, this is the same amount it did when you first started out, and no amount of will ever change that. For some reason (probably due to the original ), many games absolutely refuse to let a player be utterly invincible and will let even the weakest enemies do token damage long after pure stat calculations should have zeroed it out.
In some games, weak enemies will only manage to inflict damage by landing the occasional. But unless there are other game mechanics at work, like self-inflicted damage caused by a distracting or disruptive attack, they shouldn't be able to hurt you at all with their furry paws while you're wearing your Flaming Armor of Awesomeness, or not. Fortunately for you, many RPG systems apply both ways: Your 's fragile fisticuffs may not be a useful weapon, but even they can be counted on to deliver the token 1 point damage per hit (that is, when they hit), making him even when he's been or of his. Likewise, can sometimes be used to probe for: If that Lv.0 magic fireball can inflict at least 1 point of damage, you don't have to risk a only to discover that your enemy is () to its effect. But this is by no means universal, and other RPG systems will happily reduce your attacks to zero points or 'no effect' if your attack power is too low or the opponent's defense too high.
Occasionally, may be designed entirely around the concept of, with their total HP measuring in the single digits but absolutely nothing your can dish out ever scores more than the token 1 point damage. Expect these foes to be the only times where is a; other opponents simply have for the token 1 point to make a practical difference (beyond an occasional ). Is also common in, where a player's commonly inflict a small amount of damage even when blocked, and are referred to as Chip Damage. It is legitimately possible to KO one's opponent in this manner, but is considered poor sportsmanship (some games would in fact label the victory as 'cheesy', with a piece of cheese for the victory icon). Guaranteed to drive a all the way up the wall (and probably through the ceiling due to his optimized Strength.) and is also the bane of those attempting a, especially when coupled with. If someone dies from this, it's a when done in overwhelming volume or if the last scant bit of is depleted with such an attack after weathering a more brutal onslaught. The counter to this is, which makes one completely ignore small amounts of damage.
Examples • contain an infamous example of this trope, kittycat vs. Because all attacks must do 1 HP of damage minimum (and damage reduction, which can reduce damage taken to 0, only exists as a higher-level ability). Thus, if an ordinary man and an ordinary cat get in a fight, the cat is very likely to win due to higher agility. And indeed, a gang of five cats is a pretty tough challenge for a low level four-member adventuring party. Note (aka ) changes this. Minimum damage before DR is 1 point non-lethal damage.
Because of low strength, house cats are now incapable of killing commoners in combat. The best they can achieve is knocking the commoner unconscious. • Averted in: Armoured humanoids and creatures can simply shrug away some attacks and weapons. In fact, wearing full plate armour while carrying a shield can soak up to 9 damage, while regular weapons have d6 damage roll. So unless attackers are very strong or skilled, they will do nothing. Monsters can have up to 12 armour rating, making them virtually immune to attacks, unless siege engines and powerful magic gets involved.
• has ping damage, which is the minimum damage you can do (assuming you've hit the target at all, that is.) On the other hand, a heavy suit of artifact armour gives you Hardness, which incoming damage has to beat to have a chance of hurting you at all. • In, rolling a will inflict critical damage if the damage roll itself was enough to actually hurt the target, or inflict one wound otherwise. This also applies for Righteous Fury in the loyalist 40k rpgs. • In the God Tier RPG (a tabletop based on ) and Abilities work like this, always dealing at least 1 damage if they hit.
But due to the fact that Armour and Resist lower damage on a 1:1 ratio and most attacks will always do less than 12 damage, an end-game party completely nullifying all damage they receive is quite feasible. • Some mooks who are out of reach from the player resort to throw rocks in games, which cause minimal damage. • In addition to normal blocking, many fighting games provided a 'powerblock' feature: If the player defended against their opponent's attack with exact timing (generally right before or upon impact), they would receive zero damage from it, even if it was a Special Attack (which would normally inflict scratch damage).
Had this in the form of parrying, and had it in the form of Just Defend. • In the game, it's possible to get defense stats high enough for attacks to cause zero damage. Getting hit with such a weak attack doesn't even stun you or interrupt your attacks. • The titles calculate damage simply as 'Attack minus Defense', for both Mario and all opponents, making (such as Bow's Slap) rarely useful against opponents with even 1 point defense. On the other hand, certain techniques such as Mario's Power Bounce can hit an arbitrary number of times (by ) but with reduced damage after each successive hit — if the initial hit inflicted any damage, all subsequent hits are guaranteed to inflict a minimum 1 point per hit. • generally permitted both ways, but precise timing on the game's Action Commands made it possible to completely block enemy physical attacks with 0 points damage.
• The series has any enemies always do at least one damage. Also, Mario and Luigi always do at least one damage to enemies. This does mean, however, that the first few hits of multi-hit moves can do 0 damage, but the last one will always do 1.
Has an example of this, but it's deliberate. There is an optional boss called Jojora near the end of the game. You have to defeat her friend (a giant snow-doll creature), but it it not necessary to beat Jojora.
Many players believe it is actually impossible to kill her; she has the highest defense in the game and every attack only does 1 damage. However, the designers actually intended vigilant players to be able to beat her - she only has 50 HP. A multi-hitting attack will wear her HP down in no time, and she drops a rare item and gives decent experience for your trouble. • Other examples of enemies that only take scratch damage from attacks include the tree thing on Trunkle's head (killing it is actually the quickest way to defeat said boss, presuming you use attacks that hit multiple times) and Boos (which have something like a thousand for their defense stats and can only be fought 'normally' at really high levels).
• has the Gold Koopeleons, which also have the highest defense in the game. They only have 10 HP, and every attack, again, only does 1 damage, with the exception of counters and First Strikes, which can do considerably more, for some reason (even killing them instantly at high enough levels). These enemies have a high speed rating, so they usually move first at normal levels when you first reach them, and they have a high chance of running from battle.
However, they drop the most coins of any enemy in the game (80 in the European version and 100 in the US version), which can be doubled, or even TRIPLED with a certain badge. They usually appear in groups of two or three, and if only two appear it is possible to run from the battle and re-engage them, and three might be present! A multi-hitting Bros. Item such as a Red Shell can defeat all three of them in one turn (in the hands of a skilled player); hence it is highly recommended to come back and defeat these creatures once the player's speed rating is high enough to always move first—the rewards are very worthwhile. Using the aforementioned coin-tripling badge, this is easily the fastest way of earning money in the game.
• In: if you have strong enough armor and/or a high enough character level, the game's weaker enemies will simply bounce right off you without damage. Of course, the inverse of this is that if you haven't reached an entirely arbitrary level, you will be completely unable to hurt bosses, and unable to run away from the battle. • averts it — indeed, even in the course of normal leveling on easy mode your tanks will find a lot of enemies capable of doing a whopping 0 damage, or who have 0% (or 3%, or something similarly pathetic) to hit. Especially on easy mode, or with a at the start of the game. • This is also combined with a small 'chink' noise in the GBA titles whenever the attack hits. This can be especially hilarious when a Swordmaster scores a crit on you.to only result in, and a dead Swordmaster. • and play it straight, however.
Even if a unit's attack power is lower than their target's defense or resistance, they will deal at least 1 damage with every successful hit. • In, certain abilities can reduce damage all the way to zero, although pure defense can't reduce damage below 10 (out of HP totals in the thousands or tens of thousands, mind). • In fact, even the seishin spell Fukutsu/Invincible allows a single attack that connects with the unit to deal the minimum of 10 damage.
That is, however, subject to cancellation by barriers and shields. • In a single digit level monster can still do a critical hit for 1 damage against literally anybody that doesn't use Phalanx. Speaking of which, Phalanx works as a (relatively minor) flat damage reduction, making it pretty easy to set yourself up to take literally no damage at all from anything below level 55 or so.
Basically, after the game calculates normal damage, Phalanx can remove a flat number from it based on various stats when it's cast (i.e. 15 damage off the top).
So if something did 100 damage to you and you have Phalanx up, it would do 85 damage. This can be used to reduce the damage to 0. • FFXI also has Stoneskin to cancel scratch damage.
Stoneskin applies so many HP as armor, based on the caster's stats. Damage is calculated as it otherwise would be, but the character with Stoneskin up won't take any damage until the Stoneskin's HP has been reduced to zero. This shows up in the chat log as some form of 'Character takes 0 damage' if an attack doesn't kill Stoneskin. • FFVII's contained test armor which boosted your defense to 255. The damage formula in the game works out such that most enemies in Midgar and the surrounding fields actually heal you slightly when they attack. Enough Morph grinding could net you enough stat boosters to accomplish this effect without the.
• has no defense stat (unless you are a sentinel or wearing special armor, at which point you take damage based on a percentage), so creatures that were doing 30 damage to you at the start of the game will still do 30 damage even with your levels maxed. •: On the one hand, Cactair only has 200 Hit Points.
On the other hand, it only takes 1 point of damage per hit. On the other other hand, you have to fight it as part of the main quest.
• With a specific combination of garbs and accessories, it's possible to obtain 100% resistance to physical or magical damage on a Schema,. In this case, 100% means 100%.save for. • (at least the remake version) averts this. If you buy all the best armor before the first dungeon, some enemy attacks will hit some characters for 0 damage, even without level grinding. • In certain jobs and at high enough levels, enemies just won't deal damage to you.
This also means that you cannot do damage to certain monsters, as well (Like, when you first meet him.) • The Excallipoor, found by Gilgamesh, always does a whopping 1 damage, without fail. That makes it great for wasting the insanely dodgy Nutkin monsters.
• Final Fantasy 1, 3, 4 and 6 all have a minimum damage cap of 1. FF6 is a little different in that, instead of simply capping damage at one, it adds one damage after Defense is applied, meaning Defense will never zero out damage on its own, but that last point can be cancelled out by other factors. • nearly avoids this in a unique way. Long before the damage would be zeroed out, the level gap will cause almost all attacks to miss. • Of course, this also works the other way, and just to make sure people don't get funny ideas, monsters four levels higher than the player will regularly hit low level characters with 'crushing' blows that do 150% damage (in addition to an increased critical hit chance), while hits on them will often 'glance', dealing half damage. They also pretty much instantly recover their health and mana once they are done smashing you into the ground.
• Some bosses take far less damage unless players deal with certain mechanics. For example, Primordius in Throne of Thunder has a debuff that greatly reduces the amount of damage players do to him unless they're mutated. Gta San Andreas Hacks For Pc. Once players acquire five buffs from the slimes, they turn into a saurok and can do full damage to the boss, plus the damage increase granted by the five buffs.
• technically falls victim to this, however the result does not. As players gear up and increase their stats, their in-combat health regeneration will generally negate most damage from weaker enemies, allowing the player to just stand there. In addition, enemies 9 levels or more below the player will normally not aggro. Exceptions are some instances, and the occasional quirk. • decreases accuracy and damage per level of difference between player and critter: while there's always a 5% chance for a given attack to hit (or miss, on the other end), the damage they do decreases so much there's often no chance for it to register before the player's health regenerates. Aside from that, the game deals with the issue by having the critters ignore the player if the difference in levels passes a certain threshold.
They'll only attack (ineffectively) if they or a member of their spawn take damage from the player or a teammate first. At a great enough difference, they'll all run and not even try to attack back. It, also, of course, works the other way - and much higher-level critters generally will be more aggressive toward player characters (based on distance to first aggro) than even-level critters. • applies this rule.
Especially in the case of the defensive ability of, which directly subtracts a flat value from all incoming damage, even enemies tens of levels below you will still be able to hit you for one damage. • Damage calculation in the series is done by subtraction, so the little 0 pops up when the player's defense is that high. Can also go the other way with monsters covered in strong armor. • All the games have a minimum damage of 1 regardless of the attack and defense values involved, unless you use an item that has the absorb or nullify properties for the attack's element. Monsters aren't immune either, and a determined player can eventually kill any enemy with a series of 1-damage attacks.
• The extreme examples of these being iron golems from duology, who always take only 1 damage from attacks, and Dawn of Sorrow's Dead Crusader soul, which reduces damage by a flat number, making you invincible to weaker enemies. Their attacks still connect, but it does 0 damage and you don't flinch. Comically, the hit effects still occur, which means Soma will still bleed like a stuck pig when hit by an attack that does no damage. • lets you hear the odd strike sound when a weak enemy hits your Rainbow Armoured characters for that wonderful 0 damage. It still counts as a hit for disrupting your attacks and so on, but no damage is inflicted. •: • and don't have regular scratch damage, as armor's Damage Threshold can (and often does) completely negate the damage from attacks.
This, coupled with the prevalence of, turns the late games into. However, the secondary effects of aren't affected by armor, leading to the famed 'You are critically hit for 0 damage and die from the pain.' Additionally, the Living Anatomy perk in 2 completely ignores the damage formula to add 5 damage to every hit on organic targets. • had scratch damage outright due to the removal of armor classes and going to a system where armor simply mitigated damage by a percentage. This was not one of the more popular aspects of the game to say the least.
• Damage Threshold returned in, but scratch damage still applies: weapons are guaranteed to do at least 20% damage through armor, which will always means you're going to take at least a point or two of damage from weapons. Given enough BBs and repair kits, you can kill a with a. This was most likely to counter the aforementioned issue with Damage Threshold in the first two games.
• Rather than taking off a fixed percentage or subtracting, damage taken in is approximately an inverse function of the cubic root of Damage Resistance, thus damage decreases as Damage Resistance rises, asymptotically approaching 0%. • A prime example of why had chipping damage was in. He took no chipping damage from 99% of the moves in the game, making him rather popular with Turtlers. It did have one weakness, howerver: 's missiles chipped the hell out of him, making him an ideal choice for those wishing to. • In, Amane Nishiki's Drive,, is all about chip damage. Blocking a single Drive attack at Level 3 without using a Barrier Guard will eat up about a fourth of your health near-instantly. In fact, to a certain extent, by a string of Drives can result in taking less damage than blocking them.
• In the three fighting games, neither player can be killed due to chipping damage. However, because blocking attacks continually drain the defender's Spirit, a player who can capitalize on chain attacks and Guard Break attacks can win anyway. • Avoided in popular text-based MMORPG IV, which based damage on a set of calculations that it actually showed you in game: The attacker's strength minus the target's defense, plus a weapon-versus-armor modifier, plus a random d100 dice roll. If the final number is over 100, then a strike is landed - if the number is only around 100-110, it will be a weak hit, while if it approaches 200 you might be removing some important body parts. If the roll ends up under 100, even at 99, then the strike misses completely: for example, if the target's defense is too high for the attacker, and/or their armor is strong against the attacker's weapon. Yes, oddly enough, very strong armor simply causes the attacker to miss entirely.
• Nowadays times are different, but back in the day it was pretty standard RPG terminology that the word 'miss' meant either a literal miss or a hit that did no damage. A bit odd, but that's just the way it was. • 's mode largely averts this - many of the early enemies can do zero damage, and the right combination of armour and equipment can get you about a third of the way through the game without ever losing any HP.
• Although without the specific equipment setup required (Which only three characters could take advantage of), even enemies at the beginning of the game will do single point damage. In fact, the damage formulas are specifically set up so that a single digit number is added after Defense is factored in, so raw Defense cannot completely cancel out an attack. • In the games, much like, if you can get the drop on enemies sufficiently weaker than you, you won't even get into a battle with them (you have a chance to get treasure from them, but not experience). • has your characters completely ignore attacks if they do zero damage. •: When Aya's defense reaches its higher levels (at least 200 points or more), most enemies, including bosses, will literally do no damage to you. • 2 has break lights, when thrown at a character do one point of damage.
And cause him (or her) to bleed, requiring basic medical attention to prevent continuing health loss. And it's possible to pester NPC's without aggravating them by trying to throw an object (a toolkit, a bottle, a bit of string, or whatever) through them. The thrown object will conk them on the noggin for -1 HP instead.
They may eventually even die from bleeding out of their bit-of-string-induced injuries if you stay in that sector long enough. • All games (the series,,, and ) lack scratch damage: With a high enough defence, incoming damage can be reduced to '0'.
Piling up the combos can allow otherwise too weak characters to deal damage anyhow, though. • There's a certain condition in 's damage formulas that allows for 0 damage (all attacks that would hit, but deal no damage, will show up as 'miss'): Normally, no matter how much DEF or MDEF you have, all attacks will still do a minimum of 1 damage.
Unless you have special buffs or equipment that reduces damage from a specific source by a percentage (examples: Beret reduces damage of all attacks from by 10%, changing your armor element will alter how much damage each element does to you), which reduces your final damage even further, rounded to the nearest whole number. This is probably due to the same logic that makes all enemies with the Poison armor element take 0 damage from Poison element attacks, • Some fighting games (, I'm looking at you, although 2 Jet did this too) will not only have chip damage from special moves, but will also chip when you block a regular punch.
• wanzers could be chipped to death by much weaker enemies, but later games threw in a skill that would prevent or vastly lower it - damage prevention for attacks below a certain amount, and locking the damage to a lower number for attacks between a certain span. • has a type of armor that will prevent damage from 'minor enemies,' which comes in handy when you're forced to return to earlier areas of the game to defeat previously unbeatable foes.
However, subsequently-obtained armors with higher defense stats will still allow you to be damaged. • Originally avoided in, but the game was patched with to circumvent a glitch where hits that connect for 0 damage show '%dmg' for the amount of damage taken.
Originally this was a fairly rare sight, since the stat that governs defense is also used for evasion; thus typically a player would become untouchable long before becoming invincible. The bug became much more well known when a skill was introduced that,, let the player use strength for defense instead. • Also, any damage of a type an enemy is resistant towards (fire against a hot-aligned creature, a physical attack on a ghost, etc.) is reduced to 1 point per hit. • takes only scratch damage from any single damage source.
In order to beat it, you have to stack up enough different damage sources to deal 350 HP of scratch damage in the 30 rounds given to you before the fight ends in a draw. Fortunately, the boss takes 3 points of scratch damage from, and deal separate scratch damage for every element involved. • has the player obtain stronger shields later in the game, which will eventually be completely impervious to the game's weakest enemies. An attack from behind will always cause damage though. •: • gives enemies that can't overpower your defense an increased chance to miss and do no damage, but they may still hit for 1 damage every so often.
Annoyingly, this does not work in reverse: early on, when your is still puny, enemies with sufficient defense will be said to 'shake off the attack' and never take damage. • has both friendly and enemy units hit for at least 1 damage, regardless of defense level. • Shining Force Feather sees a lot scratch damage as well: due to the vastly increased HP counts, the ability to grind yourself stupid with little effort and the fact that attacks never miss completely, any enemy is able to consistently hit you for 1-3 damage per turn since everyone has multiple physical attacks per turn. It's ultimately helpful though, since allow you to gain some extra Force Points this way, which are used up when doing anything except moving around and using items. • Applies to most games, though is a subversion: an end-game party fighting early-game enemies will dodge every attack without fail, and vice versa. • In, even if you have the greatest defense stat over the enemy's attack stat, you will still take damage. Even though the damage is so tiny you won't see any change in your HP bar, over time it will go down.
• In, both Kirby and his helpers can 'guard' to reduce damage. For the most part guard blocks ALL the damage from weak attacks, but depending on the nature of the attack they'll still take some damage or full damage from certain boss moves. A few copy abilities like the parasol gives him an improved guard mode that fully cancels out damage except for the boss moves. In addition, Kirby deals to the enemies at all times, even while guarding (and the improved guards like parasol boost this ability), making it possible to beat some bosses purely! •: If a unit's armor meets or exceeds the attack of whatever hits it, it will take one half point of damage.
The game doesn't actually have any kind of half damage mark, so in effect it takes one damage from every other hit. Very few units are heavily armored enough to make this happen. This therefore makes more of an impact on custom games. • In your characters will simply ninja dodge all weaker enemy attacks. Unfortunately this gets annoying if an enemy can hit fast enough. • The series's internal damage formula basically boils down to '(attack power / defense power) * (long list of possible modifiers) + 1', thus guaranteeing that all attacks (regardless or ) will inflict at least 1 point damage. This does not, however, override elemental immunities: Normal attacks still cannot damage Ghosts, and Electric attacks will not damage Ground types.
• This is used in the 'FEAR' (Focus Sash + Endeavor + Quick Attack + Rattata) strategy. Focus Sash will if you were at full health when you took a hit; combine it with Endeavor to make your opponent's HP. Add in Quick Attack (which strikes first) and the will finish off the opponent, regardless of how strong they were. Rattata turns the strategy into a. • Similar is Aron with Shell Bell (restores 10 percent of lost HP) Sturdy (prevents OHKO) and Endeavor.
Add in Sandstorm for the final. • The spinoffs use a different damage algorithm; most of the time, enemies weaker than you will do no damage or miss with their regular attack, and even using moves does extremely low damage if they connect at all.
• The 'Super Fang' will KO an enemy who's down to its last HP, so it can't be used to guarantee a capture. • In, the weakest enemies can still hit a player at the level cap for minimal damage (though the player's innate dodge stat will make half of such attacks miss anyway). Similarly, a low-level player in a high-level area can still hit enemies for 1 point of damage.
It is possible to zero out damage, but this is a chance-based property of certain buffs and is not limited to weak attacks. • In, a sufficiently armored character will take no damage and won't even flinch from the attack. It even triggers the blocking/evasion sound when it happens, but the character won't do his blocking/evasion animation. • Darth Vader or Yoda blocking with their lightsabers in IV can still take the damage everyone else does while blocking. It's anyone's guess why they get hurt when some guy.
• There's a battle in the version of where Harry, Hermione, and Buckbeak are up against a werewolf-shaped Lupin, and all of your spells will only inflict 1 damage. Buckbeak will inflict more, and if you've stocked up on Chocolate Frog cards you can do about ten damage per round on Harry's turn, but when Hermione comes up to hit, you're in trouble. You pretty much just have to use her to cast her defensive special ability and then spam attack Lupin with Flipendo Uno, which doesn't cost any magic points to cast and still does one damage. Same with Harry if you run out of Chocolate Frog cards to fuel his special attacks.
• has this, any bullet will do at least 1 point of damage even to a heavily armored bodypart. On the other hand, the mechanic called Scratch Damage in the game is only distantly related to this trope. First, it's not actually damage: scratch damage turns a portion of the enemy's health bar blue and must be followed up with an attack from a weapon that deals direct damage to remove that portion of the health bar. Secondly, dealing enough of this Scratch Damage will enable the followup attack to kill the enemy in one shot.
• Some games, like the series, handle scratch damage a little differently. If the final damage would normally be 0 or less, the attack has a chance (usually around 50%) of either doing 1 damage or nothing at all. Incidentally, this the only reason the works in those games, since it has maxed out defenses, but very low HP. If every attack did 0 damage, it would be impossible to kill. If every attack did a minimum of 1 damage, it would be too easy to kill. • In V, all units have ten hit points. A stronger unit will do more damage and take less.
A much stronger unit can attack a weaker unit in melee combat and possibly not take damage, but ranged attacks always do at least one hit point of damage. A futuristic Giant Death Robot can be taken down by ten ancient-era archer units (or five units with the logistics promotion, which lets them attack twice in one turn). Even four non-promoted archer units could do it in 4 turns with causalities. • Changed in the Gods and Kings expansion. While the minimum 1 hp per attack remains, the health of each unit was raised to 100, meaning it takes a lot more ancient units to take on one that is several tech levels above it.
• In, the police, who have a weak little pistol that you can't even obtain due to its uselessness, will always cause at least a bit of damage to a fully-armored Alex. This isn't true of Alex's powers: punching a tank, even with your superhuman strength, is quite pointless. Only certain powers or combat moves can damage armor.
The same goes for hunters, who are immune to bullets and Alex's baseline strength. • In, however, James Heller can become completely bulletproof. • Everything in the is capable of causing at least 1 point of damage when hitting you normally, though abilities exist that will completely negate damage of low values. You can also activate this at will for your party using the Minimum Damage skill that's available in multiple games, which is handy for combo practice and/or grade farming. • Even the most heavily armored 100 ton in the and series will take damage from the piddly Machine Gun. In, an Assault mech has around 12000 armor 'points' in its center torso; a machine gun firing at it does 0.7 damage per bullet, then takes about a 50% damage reduction against the battlemech's armor.
It's possible to kill an with a single machine gun, if you so desire. Provided you have an APC for several tons of reloads and about ten minutes to shoot at the Atlas. However, the machine gun in Living Legends does have that is much better. • Machine guns can easily be abused by simply taking a brute-force approach and loading a ballistic Mech with as many of them as it'll take. If you can position yourself behind an enemy heavy and unload with all the machine guns at once, the cumulative effect *will* take a big chunk off their armor.
You might not actually kill them before they get their act together and you have to leg it or take a PPC to the face - especially in newer games like Online where balance is such a big deal - but you will be a useful asset to your team, and all thanks to this trope being in effect. • In, you take a very tiny amount of damage from blocking your enemies' attacks.
• In the series, generally, a weapon that cannot hurt a specific enemy will simply not fire at all.