Hello Everyone! I have got some pretty interesting data from ZEQ2 Tiers. In trying to make the perfect DBZ realm, I noticed something strange ....
percentMeleeAttack
percentMeleeDamage
speed
EnergyAttackDamage
EnergyAttackDefense
all only respond to whole values of (1). 1.5, 1.7 , 1.8 , all register as 1. 2.3,2.5.2.7 all register as (2). So, it is pointless to make tiers with meleeAttack 1.5 1.7, etc -- it will all register as 1. Thus I came up with the following table:
MELEE
1 OFFENSE
NOTE: I measured melee by punching with and without ki, on an non-blocking model with defenses varying. The table begins with attack power 1, and its effects on defenses 1-10. Attack Power 2, and its effects on defenses, etc
( Melee - time til death with ki / time tip death without ki )
Def1 ( Melee - 7sec/19sec ) ( Knockback - 8 Hit Kill ) ( Punches - 25 Hit Kill )
Def2 ( Melee - 30secs/Invunerable ) ( Knockback - 8 Hit Kill ( Punches - 34 Hit Kill )
Def3 ( Melee - Invunerable) ( Punches 45+ ) 8/9 HIT KILL )
Def5 ( Knockback 11 Hit Kill )
Def7 ( Melee - Invunerable ) (Knockback - 12 Hit Kill )
2 OFFENSE
Def1 - ( Melee - 4sec/6sec ) (Knockback - 4 Hit Kill ) ( Punches 12 - Hit Kill )
Def2 - ( Melee - 6.5sec/13sec ) (Knockback - 4 Hit Kill ) ( Punches - 13 Hit Kill )
Def3 - ( Melee - 8.5sec/120sec) ( Knockback - 4 Hit Kill ) ( Punches - 15 Hit Kill )
Def4 - ( Melee - 23seconds/Invunerable ) ( Knockback - 4 Hit Kill) ( Punches - 17 Hit Kill )
Def5 - ( Melee - Invunerable )( Knockback - 4 Hit Kill ) (Punches - 21 Hit Kill )
Def6 - ( Melee - Invunerable ) ( Knockback - 5 Hit Kill ) (Punches - 26 Hit Kill )
Def7 - ( Melee - Invunerable ) ( Knoback - 5 Hit Kill ) ( Punches 34 Hit Kill )
Def8 - ( Melee - Invunerable ) ( Knockback - 5 Hit Kill ) ( Punches - 51 Hit Kill )
Def9 - ( Melee - Invunerable ) ( Knockback - VeryLow ) ( Punches - NearInvunerable )
Def10 - ( Melee - Invunerable ) (Knockback - VeryLow ) ( Punches - Invunerable )
3 OFFENSE
Def1 ( Melee - 2.5/4sec) ( Knockback - 3 Hit Kill ) ( Punches - 8 Hit Kill )
Def2 ( Melee - 2.5sec/ 4sec) ( Knockback - 3 Hit Kill ) ( Punches - 8 Hit Kill )
Def3 ( Melee - 3.3sec/ 9sec) ( Knockback - 3 Hit Kill ) ( Punches - 9 Hit Kill )
Def4 ( Melee - 4.8sec/19.5sec ) ( Knockback 3 Hit Kill ) ( Punches 10 Hit Kill)
Def5 ( Melee - 7sec/Invunerable ) ( Knockback 3 Hit Kill ) ( Punches 10 Hit Kill )
Def6 ( Melee -12.5sec/Invunerable) ( Knockback 3 Hit Kill ) ( Punches 12 Hit Kill )
Def7 ( Melee - Invunerable ) (Knockback - 3 Hit Kill ) (Punches 13 Hit Kill)
Def8 ( Melee - Invunerable ) ( Knockback - 3 Hit Kill ) (Punches 15 Hit Kill)
Def9 ( Melee - Invunerable ) ( Knockback 3 Hit Kill) ( Punches 17 Hit Kill )
Def12 ( Melee Invunerable ) ( Knockback 4 Hit Kill ) (Punches 34 Hit Kill )
Def14 ( Melee - Invunerable ) ( Knockback 4 Hit Kill ) ( Punches 100 Hit Kill )
BLASTING
Def 4 - Slight Damage from Barrage, High from all others.
Def 5 - Immune to Barrage. High from others. Lethal charged specials.
Def 6 - Immune to Barrage. HighMed from others. Lethal charged specials.
Def 7 - Immune to Barrage. HighMed from others. Lethal charged specials.
Def 30 Immune to Barrage. Med fromothers. Lethal specials.
Def 40 Immune to Barrage. MedLow from others. Lethal specials.
Def 50 Immune to Barrage. Low from others. VERY HIGH from charged specials.
Def 60 Immune to Barrage. Immune to others. High from charged specials.
Def 70 Immune to Barrage. Immune to others. Low from charged specials. Lethal ALL OUT attack.
Def 80 Immune to Barrage. Immune to others. Immune to charged specials. LETHALS ONLY.
Thus, I changed the server once more.
BASE
speed 1.0
boostCost 0.0
ZanzokenCost 0.2
ZanzokenSpeed 1.0
ZanzokenDistance 2.0
percentMeleeAttack 1.0
percentMeleeDefense 1.0
percentEnergyDefense 4.0
percentEnergyAttackDamage 1.0
percentEnergyAttackCost 0.4
breakLimitRate 0.4
effectFatigue -15
KAIO
speed 2.0
boostCost 2.0
ZanzokenCost 1.0
ZanzokenSpeed 1.0
ZanzokenDistance 2.0
percentMeleeAttack 2.0
percentMeleeDefense 1.0
percentEnergyDefense 30.0
percentEnergyAttackDamage 1.0
percentEnergyAttackCost 0.4
breakLimitRate 0.4
effectFatigue -15
SSJ
speed 1.0
boostCost 1.0
ZanzokenCost 0.3
ZanzokenSpeed 1.0
ZanzokenDistance 8.0
percentMeleeAttack 2.0
percentMeleeDefense 1.0
percentEnergyDefense 50.0
percentEnergyAttackDamage 1.0
percentEnergyAttackCost 0.4
breakLimitRate 0.4
effectFatigue -15
SSJ MAX
speed 2.0
boostCost 0.0
ZanzokenCost 0.2
ZanzokenSpeed 1.0
ZanzokenDistance 8.0
percentMeleeAttack 2.0
percentMeleeDefense 1.0
percentEnergyDefense 55.0
percentEnergyAttackDamage 1.0
percentEnergyAttackCost 0.4
breakLimitRate 0.4
effectFatigue -15
SSJ2
speed 2.0
boostCost 0.0
ZanzokenCost 0.2
ZanzokenSpeed 2.0
ZanzokenDistance 8.0
percentMeleeAttack 2.0
percentMeleeDefense 6.0
percentEnergyDefense 65.0
percentEnergyAttackDamage 1.0
percentEnergyAttackCost 0.4
breakLimitRate 0.4
effectFatigue -15
SSJ 3
speed 2.0
boostCost 2.0
ZanzokenCost 0.2
ZanzokenSpeed 1.0
ZanzokenDistance 8.0
percentMeleeAttack 3.0
percentMeleeDefense 4.0
percentEnergyDefense 70.0
percentEnergyAttackDamage 1.0
percentEnergyAttackCost 0.4
breakLimitRate 0.4
effectFatigue -145
SSJ4 / SSJ5
speed 2.0
boostCost 1.0
ZanzokenCost 0.2
ZanzokenSpeed 1.0
ZanzokenDistance 2.0
percentMeleeAttack 3.0
percentMeleeDefense 4.0
percentEnergyDefense 80.0
percentEnergyAttackDamage 1.0
percentEnergyAttackCost 0.4
breakLimitRate 0.4
effectFatigue -145
It took me very long to figure this out.
Thus, given this table ... a Super Sayian Max ( Cell Saga Goku and beyond SSJ1 ) with an Attack of 2 and Defense of 4 against a BaseForm 1.0 1.0, will be impervious to melee -- significant def. against breakers, but still killable by 8-9 knockbacks. If facing against an SSJ2 with attack of 2.0 and Defense of 5.0 -- the SSJ will not be able to harm the SSJ2 with melee at all, but breakers will take an extra 3-4 hits for the kill, and will kill the SSJ2 in 5 knock backs. The SSJ2 , however, if SSJ does not guard, will kill SSJ with pure speed melee in 23seconds with ki boost, 4 knockbacks, and kill the SSJ with 21 breakers ( SSJMAX will need 17 breakers ). It makes for a pretty interesting combat system.
SSJ3 - SSJ5 does massive damage, but holds less defense. SSJ3 is impervious to non-SSJ forms in melee, does 13 hit breaker kills, and 3-4 hit knockback kills .. but fatigue / boostcost is VERY high, so the form will drain the opponent quickly -- leaving them vulnerable to attack/blasting much sooner .. so if you go beyond SSJ3 ... GO FOR THE KILL.
ENJOY!!