Seeing some funky (and potentially unfair, depending on whether it’s intended or not) stuff going on with Riptor’s damage scaling.
For reference, after a single-hit opener, if you were to somehow just land a string of manuals you would get a sequence of scalings that looks like: 45, 40, 36, 32, 29, 26… it’s basically scaling the nth hit by something like 50*0.9^n, although there’s some weirdness to the numbers that I’m not sure I’m going to figure out. Now, if you do an auto double, each of the two hits of the auto double counts as a hit, and gets scaled separately (and according to the same formula), so that auto doubles increment n in our formula twice.
The funky stuff comes up with linkers. Linkers appear to follow a different scaling formula, but increment the same damage progression counter. For Jago, it seems that all of his linkers increment n twice, no matter how many hits occur in the linker. Riptor, on the other hand, if the attack data numbers are to be believed, has something going on that seems kinda terrible. After opener into the respective linker, the next two hits of an auto double are scaled as follows:
- After light linker: 35, 32
- After medium linker: 28, 25
- After heavy linker: 23, 20
That’d seem to suggest that every hit of the linker is incrementing n by 2, rather than just every linker incrementing n by 2. If this is the case, then Riptor’s damage scaling progresses a lot more quickly than Jago’s, as well as a few other characters I tested.
I haven’t tested PD, linker or linker PD scaling, yet, so I don’t know whether that stuff is affected similarly; and also, I’m not actually measuring the lifebars to verify the attack data, so again, the attack data display could be bugged out.
Grrr, that doesn’t mean I have to like it… 
But it looks like it indeed does kick in at discrete points, like a step function starting at 50% life, so it’s probably not the last wrinkle I’m seeing in the damage scaling figures (sometimes a scaling figure dips below floor(50*0.9^n), and I don’t know why). Still annoying, though.