Editing Talk:Equipment

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==Japanese names==
==Japanese names==
Should we remove the Japanese as we add the English names, or keep it, or...? I un-italicized the names that I updated but kept the Japanese; was that the right thing to do? [[User:Leafbarrett|Leafbarrett]] ([[User talk:Leafbarrett|talk]]) 13:21, 4 October 2014 (EDT)
Should we remove the Japanese as we add the English names, or keep it, or...? I un-italicized the names that I updated but kept the Japanese; was that the right thing to do? [[User:Leafbarrett|Leafbarrett]] ([[User talk:Leafbarrett|talk]]) 13:21, 4 October 2014 (EDT)
:I do wish people would stop erasing the Japanese just because they don't play that version. There are members who do play the Japanese but also use the English wiki, and it really doesn't hurt the other users to see a third name just because they can't read it. [[User:Jarie Suicune|Jarie Suicune]] ([[User talk:Jarie Suicune|talk]]) 12:59, 30 January 2016 (EST)


== Value of increase? ==
== Value of increase? ==
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Hi. I just finished compiling my Comprehensive Data Tables and was just wondering if my research could be put onto the page or not.
Hi. I just finished compiling my Comprehensive Data Tables and was just wondering if my research could be put onto the page or not.
--[[User:Arima|Arima]] ([[User talk:Arima|talk]]) 00:34, 29 August 2015 (EDT)
--[[User:Arima|Arima]] ([[User talk:Arima|talk]]) 00:34, 29 August 2015 (EDT)
:In some way, possibly, but you'll need a tone change (it needs to be more "here are the values" than "here is my advice"), and it needs to be more understandable. [[User:Serpent_King|<span style="font-family:Algerian; color:#008833; text-shadow:0px 0px 3px #00bb77;">'''Serpent'''</span><span style="font-family:Algerian; font-size:12pt; color:black; text-shadow:0px 0px 3px Gray;">∞</span><span style="font-family:Algerian; color:#eed000; text-shadow:0px 0px 3px #ffd000;">'''King'''</span>]] [[User talk:Serpent_King|(<span style="color: blue;">talk</span>)]] 00:48, 29 August 2015 (EDT)
::Can you please elaborate on how the Information is hard to understand?--[[User:Arima|Arima]] ([[User talk:Arima|talk]]) 02:12, 29 August 2015 (EDT)
== Lost Forever ==
I had a custom character with a Rare Piece of Equipment that had +82 and -42 and I just did a curious experiment where I replaced it with a different Piece that had +70 and -35. When I saved the changes and went back into Equipment selection, the Equipment that had +82 and -42 was no longer in the inventory. It did not show up when I shifted the sorting category to "Last Used". Apparently, '''you can no longer change Equipment on custom characters without losing the Equipment that they were previously using'''. In what Patch Update did they implement this? Because it certainly was not in Version 1.0.0. --[[User:Arima|Arima]] ([[User talk:Arima|talk]]) 23:26, 4 September 2015 (EDT)
:Oh crap, is this for real? I can't touch my "Sleep Kirby" Jigglypuff then [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 18:36, 20 February 2016 (EST)
::Is it on your Wii U or 3DS? If it's the former, copy your save data to a USB drive (if not, system memory), and test it. If you do lose it, you'll still have the data that I told you to copy so you can get it back.
If it's on your 3DS, then I hope you have a PowerSave device. [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 19:08, 20 February 2016 (EST)
:Actually now that i think of it, this did happen to me on the 3DS ver. Though luckily it was just a useless piece of equipment... Also Unown, I saw your No-Flinch equipment video [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 19:12, 20 February 2016 (EST)
Oh? [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 19:18, 20 February 2016 (EST)
== New Number Cap ==
I have just discovered two pieces of equipment that have positive values exceed 85. The two pieces of equipment in question are my Picky Eater Sword (+88,−23) and my Risky Respawner Gloves (+89,−30). I daresay that the highest positive number for rare equipment is a "90". I have more another piece of equipment which adds to this theory. I have a Shield Regenerator Booster whose values are both +69 and −30 respectively (it sells for 126g, the highest out of everything on my Nintendo 3DS and my Nintendo Wii U). The table states that the Shield Regenerator bonus effect takes away 21 from the positive stat. Add 21 and 69 together and what do you get? 90. [[User:Blue Sun|Blue Sun]] ([[User talk:BlueSun|talk]]) 2:16, 27 November 2015 (EDT)
:Something seems off about this information, as it doesn't seem to follow the formula trend. Equipment that has a positive value of 89 can't have a negative value that's greater than 62, so the Risky Respawner equipment can only have a negative value of 30, if its positive value is 90; 30+33=63. [[Special:Contributions/67.242.7.137|67.242.7.137]] 15:34, 28 November 2015 (EST)
:I should probably point out now that legit equipment never has positive values that are greater than 85; you can never legally acquire any equipment with a positive value of 86 to 90. [[Special:Contributions/67.242.7.137|67.242.7.137]] 17:56, 30 November 2015 (EST)
== Video proof of No-Flinch Smasher giving no Super Armor. I really feel we should add this. ==
https://www.youtube.com/watch?v=zj3uNBy4OxE
I can't hack, so I have no way of figuring out the limit, or even if it stacks (Originally they said the item starting don't stack, but I proved that false. How do I know this isn't the same here?). [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 16:37, 11 February 2016 (EST)
:For now I'm just gonna add that it's seemingly limited armour. From the looks of it, it probably takes a certain amount of damage or knockback to break through it. Might be possible to work it out through testing. [[File:Zyrac sig.png]] <font face="Lucida Console">[[User:Zyrac|<font color="green">'''Zyrac'''</font>]]<small>([[User talk:Zyrac|<font color="green">talk</font>]]•[[Special:Contributions/Zyrac|<font color="green">contribs</font>]])</small></font> 04:54, 12 February 2016 (EST)
== Defense increasing weight? ==
So, I have a "Sleep Kirby" Jigglypuff (Attack +80, Defense +21, Speed -32), right? Well, I wanted to test if my Jigglypuff is heavier than a normal one. According to Woolly World, it's indeed heavier. And on a side note, I used a KO Uppercut against both Jigglypuffs on Final Destination. Normal gets both killed and "deadly blown" at 12% while Sleep Kirby gets killed at 14% but deadly blown at 15% [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 19:32, 20 February 2016 (EST)
If you're talking about the black & red outline, I think that's random. If you want, we could test it together on Wi-Fi on Golden Plains (3DS). I'd just need your Friend Code (and if you have Pokemon X/Y, your Friend Safari, if that's possible). [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 19:35, 20 February 2016 (EST)
Unfortunately, I don't have SSB3DS, but don't you have SSBWU? Also, i always thought Deadly Blow meant the exact amount of damage they will always get KO'd at. [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 19:43, 20 February 2016 (EST)
Uh, you said this just earlier: "<I>Actually now that i think of it, '''this did happen to me on the 3DS ver'''. Though luckily it was just a useless piece of equipment... Also Unown, I saw your No-Flinch equipment video '''Kirby's Crazy Appetite''' 19:12, 20 February 2016 (EST) </i>
Which is it? [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 19:46, 20 February 2016 (EST)
Oh... I wanted to keep this secret, but... it broke.. [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 19:48, 20 February 2016 (EST)
:Ah, sorry for freeing the cat. The reason I wanted to try it on the 3DS was because when I tried on the Wii U's Pikmin stage, the platforms were difficult to test; they stopped too slowly for me to tell if the weights were equal. I was hoping the 3DS would be better, but I only have 1 copy of the game. [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 19:51, 20 February 2016 (EST)
::I was depressed for quite a few days, and yeah, that Garden Of Hope is unreliable. But now the only option is Woolly World [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 19:56, 20 February 2016 (EST)
Where's the weight-checker in that? BTW, how did your 3DS break? Maybe it can be repaired somehow. [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 20:09, 20 February 2016 (EST)
:The platforms carrying the cloud and rocket. And the 3DS itself didn't break (though it's R button is kinda messed up) I was stupid enough to crash the game too many times. [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 20:15, 20 February 2016 (EST)
::So what are we going to do? [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 20:54, 20 February 2016 (EST)
Nothing, I guess. [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 20:55, 20 February 2016 (EST)
Um, would you like to play Smash Wii U anyway? [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbyHeadYellowSSB.png|50x20px]] 21:11, 20 February 2016 (EST)
== Does Nimble/Dodgy Dodger affect the frames at the beginning or end of a dodge? Also, do they affect Bat Within's trigger period? ==
I feel they should be added if someone knows. [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 13:51, 26 February 2016 (EST)
== Attack multiplier ==
By creating a custom Mario and using forward tilt repeatedly in Training Mode, I determined that Mario did about .12% more damage using forward tilt, accounting for base damage and the strength of the badge, it seems that each +1 increase in Attack adds .008 to a damage multiplier. Can anyone corroborate or correct this? [[File:Nyargleblargle.png|16px]][[User: Nyargleblargle|<span style="color:LawnGreen">'''Nyargle</span>]][[User talk:Nyargleblargle|<span style="color: orange;">'''blargle'''</span>]] ([[Special:Contributions/Nyargleblargle|Contribs]]) 15:59, 8 April 2016 (EDT)
You're going to have to elaborate on what equipment you used. ex: Is Mario's attack at +23 or +123? Also, don't use the random button because that'll give the CPU random equipment. [[User:Unowninator|Unowninator]] ([[User talk:Unowninator|talk]]) 17:24, 8 April 2016 (EDT)
:It was +11 in case the multiplier doesn't increase linearly. I didn't use the random button. [[File:Nyargleblargle.png|16px]][[User: Nyargleblargle|<span style="color:LawnGreen">'''Nyargle</span>]][[User talk:Nyargleblargle|<span style="color: orange;">'''blargle'''</span>]] ([[Special:Contributions/Nyargleblargle|Contribs]]) 17:29, 10 April 2016 (EDT)
::I did some more tests (using +5, +15, and +20 Attack equipment), and the multiplier indeed seems to increase linearly, but by a factor more like .01 per +1 increase in attack. [[File:Nyargleblargle.png|16px]][[User: Nyargleblargle|<span style="color:LawnGreen">'''Nyargle</span>]][[User talk:Nyargleblargle|<span style="color: orange;">'''blargle'''</span>]] ([[Special:Contributions/Nyargleblargle|Contribs]]) 13:21, 30 April 2016 (EDT)
== Critical Hitter ==
In the Wii U version, is it possible to get a Critical Hitter Badge randomly if you don't do the challenge for a Critical Hitter Badge? Because I can't do 9.0 and I want one for my custom Kirby so badly [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbysCrazyAppetiteSig.png|50x20px]] 13:05, 16 July 2016 (EDT)
:Not sure how long I have to wait, but bump [[User:KirbysCrazyAppetite|Kirby's Crazy Appetite]] ~ [[File:KirbysCrazyAppetiteSig.png|50x20px]] 22:52, 16 July 2016 (EDT)
::The WiiU I play on has a Critical Hitter Sword and hasn't cleared Classic above 8.0 with anyone, so I'm pretty sure you're good. There's also the 3DS version but that challenge wall badge is impossibly bad, literally (it has worse stats than any randomly dropping Critical Hitter Badge). --[[Special:Contributions/24.212.154.197|24.212.154.197]] 08:31, 10 April 2018 (EDT)
== Method of information collection ==
Firstly, I used Luigi's down taunt on a regular Bowser, then one i gave +200 defence to. The one with +200 defence took less knockback, despite Luigi's down taunt knockback not being affected by dealt damage. Then to prove that it wasn't the weight that was affected, I tested and recorded the amount of time it took for Mario to perform his back throw on the regular and +200 defence Bowser in 1/4 speed. It took the same amount of time for both, so the weight was not changed. [[User:Alex Parpotta|Alex Parpotta]] ([[User talk:Alex Parpotta|talk]]) 11:01, 11 February 2017 (EST)
== No stats between 5 and -5? The negative value is 50–70% of the positive value? I'm not too sure. ==
I feel like this should be changed up or looked at more carefully; I just received Tough Edge Clothes and its stats are 89/-4. Now, taking the information we have about negative stat values, assuming that the original stat value was 44 (which is 44.5 rounded down from being half of 89), when we add the +33 modifier to the -44 stat it should be a -12. I also have a Risky Respawner Sword that has +88/-3 stats just like the Tough Edge Clothes with the negative values being above -5.
Beyond that I have a Critical Hitter Bat, Critical Hitter Needles, Auto Healer Sword, and Hyper Smasher Sword that all have 32/-30, 32/-30, 48/-30, and 61/-30 as their negative values respectively. When you take the negative modifiers from the main article and subtract them from the positive values, they all add up to 90 (-58 for Critical Hitter, -42 for Auto healer, and -29 for Hyper Smasher). Their negative values do not match up with either the original 90 stat (being below 50%) or the new stats after adding the modifiers to them (going above 70%) with the possible exception of the Hyper Smasher Sword (since 30 is the rounded down form of 30.5 which is half of 61). I'd bring up more equipment I have as examples that don't follow the typical rules but I'll just leave it at that for now.
All of the above are conquest prizes by the way, so that may have something to do with it.
[[User:Blue Sun|Blue Sun]] ([[User talk:Blue Sun|talk]]) 23:22, 12 May 2017 (EDT)
== Extra damage nullified in knockback calculation ==
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)
== 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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