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This mechanic was originally discovered by the Japanese community at the launch of Smash 3DS there and called the 'Hot Hot Effect'. [[Ayuha]] and {{Sm|Chibo}} then worked together to make a tutorial video on it and bring the information to the US scene, where Chibo then named it the 'Rage Effect'. | This mechanic was originally discovered by the Japanese community at the launch of Smash 3DS there and called the 'Hot Hot Effect'. [[Ayuha]] and {{Sm|Chibo}} then worked together to make a tutorial video on it and bring the information to the US scene, where Chibo then named it the 'Rage Effect'. | ||
The Rage multiplier is 1+[(p-35)*0.15/ | The Rage multiplier is <code>1 + [(p - 35)/115 * 0.15]</code>, where ''p'' is the damage percentage of the attacker (but no less than 35 and no greater than 150)<ref>http://kuroganehammer.com/Smash4/Formulas</ref>. Thus the minimum possible multiplier is 1 (no Rage effect) while the maximum possible multiplier is 1.15 (all knockback is increased by 15%). This multiplier is applied to the end of the [[Knockback#Formula|knockback formula]] (as the variable '''''r'''''), alongside other conditional ratios such as the [[crouching]] penalty (x0.85), [[smash attack]] [[charge]] interruption bonus (x1.2), and grounded [[meteor smash]] penalty (x0.8). The first two multipliers are mutually exclusive to each other, as one cannot be crouching and charging a smash attack (even down smash) at the same time. This multiplier can also be directly applied to the base knockback and knockback scaling values of moves, resulting in the same effective knockback when calculated. | ||
==References== | |||
<references/> | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
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