Item: Difference between revisions

464 bytes added ,  6 years ago
→‎Mechanics: https://twitter.com/BenArthur_7/status/940684614955360262 in addition to a conversation with Meshima in Kurogane Hammer's Discord server. Formulas come from ASM analysis and params
(Undid edit by PeanutButterSW:TONE)
(→‎Mechanics: https://twitter.com/BenArthur_7/status/940684614955360262 in addition to a conversation with Meshima in Kurogane Hammer's Discord server. Formulas come from ASM analysis and params)
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===Mechanics===
===Mechanics===
{{incomplete|Brawl and Smash 4}}
{{incomplete|Brawl and Smash 4}}
In ''Super Smash Bros.'' and ''Super Smash Bros. Melee'', the chance of a character dropping their held item when hit is (hitbox damage)/60. In ''Brawl'' and ''Smash 4'' this chance is noticeably lower.
In ''Super Smash Bros.'' and ''Super Smash Bros. Melee'', the chance of a character dropping their held item when hit is (hitbox damage)/60. Thus, if a hit deals 6% damage, the chance of it causing an item drop on a given frame is 10%. Roy’s fully charged [[Flare Blade]] in ''Melee'' deals 50 damage, so it has a drop chance of 83.333%.


Thus, if a hit deals 6% damage, the chance of it causing an item drop on a given frame is 10%. Roy’s fully charged [[Flare Blade]] in ''Melee'' deals 50 damage, so it has a drop chance of 83.333%.
In ''Brawl'' and ''Smash 4'' this probability was decreased; normal items now use the formula CEIL(hitbox damage)/70. In addition, certain non-standard items use different formulas. In ''Brawl'', this includes [[Dragoon]] pieces and the [[Smash Ball]], where the drop chance = INT(hitbox damage)/50. In ''Smash 4'', the chance of dropping each Dragoon piece was decreased to INT(hitbox damage)/100. Items such as the [[Master Ball]] and [[Daybreak]] also have non-standard drop chances, but the formula for each is not known.


==Types of items==
==Types of items==
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