Editing Spirit
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Although the base damage of a move is still used when calculating knockback, 70 percent of the additional damage is added onto the value of the unmodified final damage, resulting in more knockback being dealt overall. For example, a move which deals 10% damage will KO 7% earlier than usual if its damage is doubled overall by spirits. Spirit effects that give "[[Armor#Knockback-based Armor|super armor]]" will use the full amount of damage when calculating for the amount of knockback needed to launch the user. | Although the base damage of a move is still used when calculating knockback, 70 percent of the additional damage is added onto the value of the unmodified final damage, resulting in more knockback being dealt overall. For example, a move which deals 10% damage will KO 7% earlier than usual if its damage is doubled overall by spirits. Spirit effects that give "[[Armor#Knockback-based Armor|super armor]]" will use the full amount of damage when calculating for the amount of knockback needed to launch the user. | ||
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*The damage taken multiplier is equal to <code>1/(1 + (defense×6/10000))</code>. Therefore, a defense of 2,500 results in taking 0.4x damage, while a defense of 5,000 results in taking 0.25x damage. | *The damage taken multiplier is equal to <code>1/(1 + (defense×6/10000))</code>. Therefore, a defense of 2,500 results in taking 0.4x damage, while a defense of 5,000 results in taking 0.25x damage. | ||
**[[Shield]] regeneration is increased by a multiplier of <code>1 + (defense/10000)</code> and shield depletion is reduced at the same amount. A defense of 10,000 will double shield regeneration and halve shield depletion. | **[[Shield]] regeneration is increased by a multiplier of <code>1 + (defense/10000)</code> and shield depletion is reduced at the same amount. A defense of 10,000 will double shield regeneration and halve shield depletion. |