Figure Player: Difference between revisions

m
→‎In Super Smash Bros. Ultimate: Saw a stray post on SmashBoards about this. 1-(1/1.3) ~= 0.23 no 0.33. I'm good at math... sometimes
(Correcting a few of my errors in the past (and yes, I have seen and tested it))
m (→‎In Super Smash Bros. Ultimate: Saw a stray post on SmashBoards about this. 1-(1/1.3) ~= 0.23 no 0.33. I'm good at math... sometimes)
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Figure Player data from ''Super Smash Bros. 4'' can be transferred to ''Ultimate'', but high level Figure Players are leveled down to a set level upon conversion (for example, a level 50 Figure Player becomes level 12). Once transferred, the amiibo data will no longer work in ''SSB4''. Alternately, the player can clear the pre-existing Figure Player data and start again in ''Ultimate''. As [[Charizard]] was added back into Pokémon Trainer’s team, a Charizard amiibo will scan as Pokémon Trainer with Charizard as the starting Pokémon.
Figure Player data from ''Super Smash Bros. 4'' can be transferred to ''Ultimate'', but high level Figure Players are leveled down to a set level upon conversion (for example, a level 50 Figure Player becomes level 12). Once transferred, the amiibo data will no longer work in ''SSB4''. Alternately, the player can clear the pre-existing Figure Player data and start again in ''Ultimate''. As [[Charizard]] was added back into Pokémon Trainer’s team, a Charizard amiibo will scan as Pokémon Trainer with Charizard as the starting Pokémon.


Similar to ''Super Smash Bros. 4'', as a Figure Player fights it will level up, with a cap at level 50. As a Figure Player levels up it will deal more and receive less damage, starting with a value of 0.9 (10% less damage dealt, 11% more damage received) at level 1 and scaling linearly to 1.3 (30% more damage dealt, 33% less damage received) at level 50.
Similar to ''Super Smash Bros. 4'', as a Figure Player fights it will level up, with a cap at level 50. As a Figure Player levels up it will deal more and receive less damage, starting with a value of 0.9 (10% less damage dealt, 11% more damage received) at level 1 and scaling linearly to 1.3 (30% more damage dealt, 23% less damage received) at level 50.


Figure Players can inherit a [[spirit]]'s stats and their [[Spirit#Spirit_Effects|effects]], but the spirit will be permanently consumed. A Figure Player that consumes a [[primary spirit]] will gain it's type and stats. The first primary spirit that is consumed will give stats equal to <code>MIN(Team Power×0.61, 5000)×Stat Ratio</code>, where 'Stat Ratio' is <code>attack/(attack+defense) or defense/(attack+defense)</code> <!--I'm not sure what the formula is when consuming additional primarys, all I know is it is not a simple replacement -CanvasK-->. The highest stat a Fighter Player can have in normal gameplay is 5000 (which can be achieved with a lv.99 Absolutely Safe Capsule), however [[Gameplay modification|modding]] an amiibo can exceed this limit<ref>[https://youtu.be/KmjkTOYFDV0 Video showing hacked stats]</ref>. The attack and defense multipliers given by a stat is roughly <code>1 + ([attack or defense]×3.077/10000)</code>, with attack and defense being limited to 0-10000. This results in a maximum multiplier for attack or defense being around ×2.54 (or just over ×4 with modding).
Figure Players can inherit a [[spirit]]'s stats and their [[Spirit#Spirit_Effects|effects]], but the spirit will be permanently consumed. A Figure Player that consumes a [[primary spirit]] will gain it's type and stats. The first primary spirit that is consumed will give stats equal to <code>MIN(Team Power×0.61, 5000)×Stat Ratio</code>, where 'Stat Ratio' is <code>attack/(attack+defense) or defense/(attack+defense)</code> <!--I'm not sure what the formula is when consuming additional primarys, all I know is it is not a simple replacement -CanvasK-->. The highest stat a Fighter Player can have in normal gameplay is 5000 (which can be achieved with a lv.99 Absolutely Safe Capsule), however [[Gameplay modification|modding]] an amiibo can exceed this limit<ref>[https://youtu.be/KmjkTOYFDV0 Video showing hacked stats]</ref>. The attack and defense multipliers given by a stat is roughly <code>1 + ([attack or defense]×3.077/10000)</code>, with attack and defense being limited to 0-10000. This results in a maximum multiplier for attack or defense being around ×2.54 (or just over ×4 with modding).
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