- 4,979
- 2,890
Okay, so here's the deal. Previously, Thomas Rogan was given an actual calc, which put him at 1.578 megajoules (it should be noted that the bullet holes are what were calc'd; the kick just moved the doors aside): https://vsbattles.fandom.com/wiki/U...he_Dead:_Thomas_Rogan_Shoots_and_Shoes_a_Door
Thing is the scaling is still a bit wonky. I do believe that the creatures regardless of how powerful they are individually should scale to Thomas Rogan. In The House of the Dead, Thomas Rogan and G are both playable characters. They should be capable of dealing the same amount of damage with their guns for... Obvious reasons. They explicitly use their guns, which as everyone knows aren't the physicals of any character. Their physicals are more like this: https://vsbattles.fandom.com/wiki/User_blog:CreatorJoe/HotD:_Rogan_Kicks_A_Bookshelf
In regards to their physicals, the zombies have severely injured G:
You can see how injured the characters themselves get by the blood animations you get whenever you're hit. This could range from bites to slams to slashes and even Strength's chainsaw slices:
Now, here's where things get finicky, right? While normally game mechanics are just pawned of as just that, but the mechanics of the game puts the survivability of the characters into question more than they have any right to. The health mechanic of the game is actually a lives counter, so basically that is implying that each hit they take kills the player characters. This kinda has merit, I mean a huge, chainsaw that covered you in a field-of-view-sized gash would mean that your head got freaking split in half! Don't believe me? Just put your hand directly on the center of your face and you'll see how long of a gash that was. On the other hand, the playable characters don't show any actual sign of injury from any of the boss attacks in the cutscenes. At the same time, when you get a life, they come in the form of a first-aid kit:
This isn't a bottle of holy water or an ankh or anything that would make sense for resurrection or whatnot, just a plain first-aid kit, which are typically used to patch up injuries or temporarily placate serious injuries until medical help arrives.
Personally, I wanna say that tying a mechanic directly to a first-aid kit is probably the strongest evidence that the characters aren't actually dying but rather just getting injured.
Judging by all this, it would make logical sense that the playable characters themselves (note that James Taylor appears in House of the Dead 4) are more like stone walls with durability scaling to Hierophant's attacks. They can only attack as powerful as they can shoot, but they can sure as hell take a hit. AP obviously shouldn't upscale to the bosses' dura since the bosses are all immune to bullets outside their dedicated weakspots. The exceptions to this are Judgement (Kuarl can be chipped away and Zeal is only slightly more durable than the average zombie) and Temperance (who cannot be damaged AT ALL).
By the way, Judgement merely knocked cars away, so he does not get to scale to the "Destroying a Car" common feat whatsoever.
As for the bosses, they should scale to AP to the Hierophant as the Magician (who is from the same game) has caused an evidently Building-level feat just by the fact that he destroyed a large section of a skyscraper:
And the Magician appeared in HOTD1, 2, and 4! Then again, there are anti-feats to this too. Again, G was gravely injured by a regular zombie, plus James sacrificed himself by throwing himself directly into The World's self-destruct.
Basically the scaling would best be explained as such...
(Without anti-feats)
Playable Characters: Wall Level, higher with gunfire (both scaling to Thomas Rogan's physicals and gunfire respectively), Building Level durability
Bosses: Wall Level durability for Judgement and all boss weakpoints, Building level for everything else (scales to Hierophant)
(With anti-feats)
Playable Characters: Wall Level, higher with gunfire (both scaling to Thomas Rogan's physicals and gunfire respectively)
Bosses: Yeah, they're straight-up Wall Level, what are you expecting? (Also more scaling to Thomas Rogan)
So yeah, there you have it. Hopefully that would help fix things.
Thing is the scaling is still a bit wonky. I do believe that the creatures regardless of how powerful they are individually should scale to Thomas Rogan. In The House of the Dead, Thomas Rogan and G are both playable characters. They should be capable of dealing the same amount of damage with their guns for... Obvious reasons. They explicitly use their guns, which as everyone knows aren't the physicals of any character. Their physicals are more like this: https://vsbattles.fandom.com/wiki/User_blog:CreatorJoe/HotD:_Rogan_Kicks_A_Bookshelf
In regards to their physicals, the zombies have severely injured G:
You can see how injured the characters themselves get by the blood animations you get whenever you're hit. This could range from bites to slams to slashes and even Strength's chainsaw slices:
Now, here's where things get finicky, right? While normally game mechanics are just pawned of as just that, but the mechanics of the game puts the survivability of the characters into question more than they have any right to. The health mechanic of the game is actually a lives counter, so basically that is implying that each hit they take kills the player characters. This kinda has merit, I mean a huge, chainsaw that covered you in a field-of-view-sized gash would mean that your head got freaking split in half! Don't believe me? Just put your hand directly on the center of your face and you'll see how long of a gash that was. On the other hand, the playable characters don't show any actual sign of injury from any of the boss attacks in the cutscenes. At the same time, when you get a life, they come in the form of a first-aid kit:
This isn't a bottle of holy water or an ankh or anything that would make sense for resurrection or whatnot, just a plain first-aid kit, which are typically used to patch up injuries or temporarily placate serious injuries until medical help arrives.
Personally, I wanna say that tying a mechanic directly to a first-aid kit is probably the strongest evidence that the characters aren't actually dying but rather just getting injured.
Judging by all this, it would make logical sense that the playable characters themselves (note that James Taylor appears in House of the Dead 4) are more like stone walls with durability scaling to Hierophant's attacks. They can only attack as powerful as they can shoot, but they can sure as hell take a hit. AP obviously shouldn't upscale to the bosses' dura since the bosses are all immune to bullets outside their dedicated weakspots. The exceptions to this are Judgement (Kuarl can be chipped away and Zeal is only slightly more durable than the average zombie) and Temperance (who cannot be damaged AT ALL).
By the way, Judgement merely knocked cars away, so he does not get to scale to the "Destroying a Car" common feat whatsoever.
As for the bosses, they should scale to AP to the Hierophant as the Magician (who is from the same game) has caused an evidently Building-level feat just by the fact that he destroyed a large section of a skyscraper:
And the Magician appeared in HOTD1, 2, and 4! Then again, there are anti-feats to this too. Again, G was gravely injured by a regular zombie, plus James sacrificed himself by throwing himself directly into The World's self-destruct.
Basically the scaling would best be explained as such...
(Without anti-feats)
Playable Characters: Wall Level, higher with gunfire (both scaling to Thomas Rogan's physicals and gunfire respectively), Building Level durability
Bosses: Wall Level durability for Judgement and all boss weakpoints, Building level for everything else (scales to Hierophant)
(With anti-feats)
Playable Characters: Wall Level, higher with gunfire (both scaling to Thomas Rogan's physicals and gunfire respectively)
Bosses: Yeah, they're straight-up Wall Level, what are you expecting? (Also more scaling to Thomas Rogan)
So yeah, there you have it. Hopefully that would help fix things.