Editing Talk:Equipment

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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)
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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