Freedom Force vs. the 3rd Reich

Freedom Force vs. the 3rd Reich

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How to slap real good (FFvTTR edition)
By the Hangman
How Rally the Troops and 300-Percenter work in FFvTTR

Continuation of my other guide for the first game
Guide on how to use this info to play freedom force ping-pong
   
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Damage Calculation
Similar to in FF, damage dealt in FFvTTR is increased by the magnitude of a power, the upgrade level of the power (x2 base damage at 5/5 upgrade), overpowering (2x base damage, i.e. ignoring upgrade level) and strength level (for melee attacks 4 strength is the zero-point and each point of strength above/below that changes damage by 20%). This damage fluctuates from 50% to 150%.

Damage can be reduced by being resistant to the damage type (0.5x or 0.25x damage taken), by having the Empathy effect active (halves damage taken), and applying the Weaken effect to melee attackers (reduces strength by 4 = -0.8 to the strength multiplier)

Damage can also be multiplied by the 'damage bonus' effect granted by Rally the Troops and 300-Percenter. This bonus always applies after resistances are accounted for. Additionally, these effects impose a minimum damage dealt of 2 - irrespective of magnitude and resistance.

300-Percenter always grants a 3x multiplier, whereas Rally the Troops varies like every other damage type.
Rally the Troops multiplier
Rally the Troops applies a multiplier based on how much 'rally' damage you dealt with it. The multiplier cannot go below 1.

The multiplier is 0.04 per point of rally damage. Therefore you need to inflict more than 25 rally damage to start seeing any damage multiplication. 300-Percenter always gives a 3x multiplier, which on its own is dealing 75 points of Rally to yourself.

Minuteman and The Bard both have access to Rally the Troops. Minuteman also has 300-Percenter, which will triple the rally magnitude. The following numbers show the potential damage multiplier in campaign with 5/5 in these skills and Overpowering in use:

Hero
Mult (Min)
Mult (Avg)
Mult (Max)
Minuteman
2.7
5.4
8.1
The Bard
1
1.8
2.7

So even with overpowering Crispin's Cry, The Bard can still give weak rallies (potentially no bonus damage), and will not even give a 2x damage multiplier when you're not overpowering. Minuteman's 300-percenter + overpowering Rally the Troops guarantees 6x the base rally magnitude, which in turn guarantees a noticable multiplier for your allies. If using both these heroes, always cast 300-Percenter > Overpower Rally the Troops > Overpower Crispin's Cry on your whole team to combine all the multipliers.

If an unupgraded, very low magnitude attack (2 damage, spread of 1/2/2) received a 8x multiplier it would deal 8/16/16 damage. Against a Resistant target, the base damage would instead be 0/1/1 and would therefore deal 2/8/8 damage.

A more startling example - when Rally the Troops is active Liberty Lad's firecrackers (0 crush damage) will now deal 2 damage in an area, with no friendly fire, including to Highly Resistant metal targets. The Bard can be more helpful in this situation as his Rally deploys faster and he regenerates energy more quickly than the Minuteman.


Unlimited Damage
In campaign you can have Minuteman and The Bard continually boost back-and-forth to keep multiplying their damage boost, provided there's enough EP.

With a custom character, you can strike yourself with 'Rally the Troops' explosive projectiles to boost your own damage as high as you like.

Regular damage type powers with 0 magnitude and no stun or knockback cost nothing. Creating a 0-cost long-range, very fast, flight spawn, homing, chained projectile attack on a "German" gunner, and then applying even a 0-magnitude rally on yourself (or the 300-Percenter special -it's cheap!) will cause this power to rain 2 damage per hit to any kind of target. Add clone self, teleport self and a redirect passive and you're good to go for Impossible difficulty.