Editing Talk:Damage
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:Well, it's not that simple, though that theory seems OK. We don't have any numbers for the amount of knockback, AFAIK. And even if we do, how much is, for instance, 700 points of knockback? One hop or the entire length of New Pork City? There's no ''good'' way to test it. {<span style="color:#800080;"><u>''[[User:Espyo|Espyo]]''</u></span><sup>[[User_Talk:Espyo|T]]</sup>} 17:24, May 6, 2010 (UTC) | :Well, it's not that simple, though that theory seems OK. We don't have any numbers for the amount of knockback, AFAIK. And even if we do, how much is, for instance, 700 points of knockback? One hop or the entire length of New Pork City? There's no ''good'' way to test it. {<span style="color:#800080;"><u>''[[User:Espyo|Espyo]]''</u></span><sup>[[User_Talk:Espyo|T]]</sup>} 17:24, May 6, 2010 (UTC) | ||
:The game contains no numerical data for knockback? I find that odd. There has to be SOME number assigned to it. How else could stale-move negation work? You are correct about not having any number-to-distance translation, though. Not sure how one would fix that. There's also the question of fixed knockback, and of taking knockback at zero damage. Theoretically, you'd be unable to do anything but flinch at 0%. | :The game contains no numerical data for knockback? I find that odd. There has to be SOME number assigned to it. How else could stale-move negation work? You are correct about not having any number-to-distance translation, though. Not sure how one would fix that. There's also the question of fixed knockback, and of taking knockback at zero damage. Theoretically, you'd be unable to do anything but flinch at 0%. | ||
::::[[User:Toomai/Moveset tables in progress|this]] [[User:Miles.oppenheimer|<font color="dodgerblue"><span style="font-family:Comic Sans MS;">'''Miles''']] <font color="silver">([[User talk:Miles.oppenheimer|<font color="silver">talk]])</font></font></span></font> 21:33, May 6, 2010 (UTC) | ::::[[User:Toomai/Moveset tables in progress|this]] [[User:Miles.oppenheimer|<font color="dodgerblue"><span style="font-family:Comic Sans MS;">'''Miles''']] <font color="silver">([[User talk:Miles.oppenheimer|<font color="silver">talk]])</font></font></span></font> 21:33, May 6, 2010 (UTC) | ||
:I always had the thought that when the damage meter reaches 100%, that's more of a cue to stop focusing on racking damage and to start trying to actually KO the opponent, as it becomes much easier for many characters to do so starting at around 100%. It's not actually anything technical, it's just supposed to put the player into a different mindset. [[User:B2jammer|b2jammer]] ([[User talk:B2jammer|talk]]) 22:31, 22 May 2015 (EDT) | :I always had the thought that when the damage meter reaches 100%, that's more of a cue to stop focusing on racking damage and to start trying to actually KO the opponent, as it becomes much easier for many characters to do so starting at around 100%. It's not actually anything technical, it's just supposed to put the player into a different mindset. [[User:B2jammer|b2jammer]] ([[User talk:B2jammer|talk]]) 22:31, 22 May 2015 (EDT) |