Stale-move negation: Difference between revisions

Undid edit by Trainer Alex: I've looked at the formula outlined in Ruben's calculator. These should be the correct values shown.
(Undid edit by LimitCrown: )
Tag: Undo
(Undid edit by Trainer Alex: I've looked at the formula outlined in Ruben's calculator. These should be the correct values shown.)
Tag: Undo
Line 68: Line 68:


===Specifics in ''SSB4''===
===Specifics in ''SSB4''===
The freshness bonus from ''Brawl'' is retained, and damage calculation is altered to the point where a fully staled move will deal 0.5294x of its original damage, being higher than in ''Brawl'' but lower than in ''Melee''. In addition, the knockback formula reduces the final number to 0.7x of its calculated value when taking in the damage dealt, meaning that staleness is 30% less of a factor on knockback dealt. As a result, the damage dealt by KO moves will easily override the knockback loss to staleness outside of extreme cases, especially when taking the [[rage]] effect into consideration, and like in ''Melee'', players do not need to actively concern themselves with preserving the usage of KO moves. This change also prevents the exploitation of staleness to chain a single low-knockback move well beyond normal.
The freshness bonus from ''Brawl'' is retained, and damage calculation is altered to the point where a fully staled move will deal 0.5294x of its original damage, being higher than in ''Brawl'' but lower than in ''Melee''. In addition, the knockback formula reduces the sum of reduction factors and freshness bonus to 0.3x of its calculated value when taking in the damage dealt, meaning that staleness is 70% less of a factor on knockback dealt. As a result, the damage dealt by KO moves will easily override the knockback loss to staleness outside of extreme cases, especially when taking the [[rage]] effect into consideration, and like in ''Melee'', players do not need to actively concern themselves with preserving the usage of KO moves. This change also prevents the exploitation of staleness to chain a single low-knockback move well beyond normal.


In addition, staling one item will not affect another of the same item, and only the item that was actually used. This includes character-produced items such as Link's [[Bomb (Link)|Bombs]] and Mega Man's [[Metal Blade]], and as such single use items are essentially immune to staling, and since the usage of them will still enter the queue if they hit, characters that can produce items can effectively refresh their queue without having to stale other moves, when they hit another character or damageable stage element with their item.
In addition, staling one item will not affect another of the same item, and only the item that was actually used. This includes character-produced items such as Link's [[Bomb (Link)|Bombs]] and Mega Man's [[Metal Blade]], and as such single use items are essentially immune to staling, and since the usage of them will still enter the queue if they hit, characters that can produce items can effectively refresh their queue without having to stale other moves, when they hit another character or damageable stage element with their item.
447

edits