Editing Talk:Equipment

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One thing that's unusual about the knockback relating to increased attack stats is that the game does not treat the moves as dealing as much damage as they do when calculating knockback for moves that are boosted by the attack stat. You can see this very clearly using the smash calculator, which for instance calculates that if the damage output were doubled, Mario's uncharged up smash would KO at 42.5% in training mode on FD. In fact under these conditions but with the damage doubled by a +200 attack stat, the move does not kill until 106%, much later. This clearly shows that the extra damage is mostly nullified, and the knockback increase is minimal (the default move kills at 118%, just 12% later). Does this sufficiently prove that the extra damage is ignored? ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 07:07, 10 March 2018 (EST)
One thing that's unusual about the knockback relating to increased attack stats is that the game does not treat the moves as dealing as much damage as they do when calculating knockback for moves that are boosted by the attack stat. You can see this very clearly using the smash calculator, which for instance calculates that if the damage output were doubled, Mario's uncharged up smash would KO at 42.5% in training mode on FD. In fact under these conditions but with the damage doubled by a +200 attack stat, the move does not kill until 106%, much later. This clearly shows that the extra damage is mostly nullified, and the knockback increase is minimal (the default move kills at 118%, just 12% later). Does this sufficiently prove that the extra damage is ignored? ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 07:07, 10 March 2018 (EST)
:Seems pretty straightforward, and mostly matches with my own testing and math. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] Da Bomb 19:58, 10 March 2018 (EST)
:Seems pretty straightforward, and mostly matches with my own testing and math. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] Da Bomb 19:58, 10 March 2018 (EST)
== Dr. Mario in Ultimate ==
Why does this info keep getting removed? From what I understand, Dr. Mario’s stats are coded to be completely identical to Mario’s, but have external modifiers that make him slower and stronger. Was this info false? [[User:Lou Cena|Lou Cena]] ([[User talk:Lou Cena|talk]]) 13:37, May 27, 2019 (EDT)
:Yes, this is correct, but in Ultimate these modifiers do not line up with equipment modifiers very well. ''[[User:Trainer Alex|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Trainer Alex|<span style="color: red;">'''Jigglypuff trainer'''</span>]]''
== Hyper Smash? ==
So I've been trying out Hyper Smash and it seems to work differently from what's posted here. I tried side smashes with Bowser and Jigglypuff first with no equipment, then with a Hyper Smasher Brawn Badge (+20 Attack). In both cases, an instant smash done with the badge on did more damage than a fully charged smash done without it, and fully charging the smash gave it as much extra damage (proportionally) as charging it up would without. Of course some of this is from the Brawn Badge, but I don't think it's much: a tilt attack only got 10% bonus damage from the badge, whereas a smash attack got about 50%.
This would mean that, instead of letting you charge up longer for more damage, Hyper Smasher simply gives all smashes bonus damage but makes them take longer to charge. It's basically like giving you instant full-powered smash attacks with the option to do even more damage by charging. This seems way more valuable than what it says on the tin (and is something I wish I'd known about while I was grinding for customs, heh). Can anyone verify this? [[Special:Contributions/72.181.135.38|72.181.135.38]] 01:28, June 18, 2021 (EDT)
:20 attack is 1.16×. Add in Hyper Smasher's 1.3× and you got 1.508×; already greater than a normal, fully charged smash's 1.4×. Instead of raising the maximum number of charge frames and consequently the maximum charge damage, it increases the maximum number of charge frames and gives you a flat 1.3×. So yes, all smashes do get the bonus 1.3× at the cost of longer full charges, it just so happens that you only need a measly +10 attack to surpass a fully charged smash. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 06:35, June 18, 2021 (EDT)
== Star Rod ==
Hello, does anyone know if a Star Rod customization is available for Kirby in either the 3DS or Wii U version?

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