1v1 multiplier: Difference between revisions

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[[File:1v1_Damage_Comparison.png|thumb|402px|In the first picture, {{SSBU|Bowser}}'s [[forward smash]] deals normal damage to {{SSBU|Yoshi}}. In the second picture, notice how Yoshi receives slightly more damage.]]
[[File:1v1_Damage_Comparison.png|thumb|402px|In the first picture, {{SSBU|Bowser}}'s [[forward smash]] deals normal damage to {{SSBU|Yoshi}}. In the second picture, notice how Yoshi receives slightly more damage.]]
The '''1v1 multiplier''', officially known as '''1-on-1 damage''', is a mechanic in ''[[Super Smash Bros. Ultimate]]''. First revealed by [[Masahiro Sakurai]] at [[E3 2018]], its purpose is to speed up matches between two players. When a match is started with only two players, and [[item]]s are off, characters take 1.2× [[damage]] from all sources.
The '''1v1 multiplier''', officially known as '''1-on-1 damage''', is a mechanic in ''[[Super Smash Bros. Ultimate]]''. First revealed by [[Masahiro Sakurai]] at [[E3 2018]], its purpose is to speed up matches between two players. When a match is started with only two players, and [[item]]s are off, characters take 1.2× [[damage]] from all sources. It does not activate if a match is started with more than 2 players and items off even after two players are left standing.


Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is applied after all other calculations. For example, a move with a damage output of 10% first inflicts said amount of damage, and then once all byproducts are determined (such as the amount of [[knockback]]), an extra 2% is added by the multiplier, for a total of 12% damage. As a result, it has some unintuitive interactions:
Unlike most other damage multipliers, the 1v1 multiplier modifies damage taken, rather than damage given, and is applied after all other calculations. For example, a move with a damage output of 10% first inflicts said amount of damage, and then once all byproducts are determined (such as the amount of [[knockback]]), an extra 2% is added by the multiplier, for a total of 12% damage. As a result, it has some unintuitive interactions:
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[[Shield]]s and stage elements are unaffected by the multiplier, though most other player-created objects are (such as [[Olimar (SSBU)|Pikmin]]).
[[Shield]]s and stage elements are unaffected by the multiplier, though most other player-created objects are (such as [[Olimar (SSBU)|Pikmin]]).


If a match is started with more than two players and items turned off, the 1v1 multiplier does not take place even after there are only two remaining players. However, in [[training mode]], it actively toggles on and off depending on how many CPU opponents are selected to appear (taking effect during any period there is only one CPU), and spawning items does not affect its presence. This also makes training the only mode where damage from non-character items can be altered by the 1v1 multiplier.
In [[training mode]], it actively toggles on and off depending on how many CPU opponents are selected to appear (taking effect during any period there is only one CPU), and spawning items does not affect its presence. This also makes training the only mode where damage from non-character items can be altered by the 1v1 multiplier.


The main purposes of this mechanic are to encourage an offense-based playstyle, increase the speed of individual games, and overall amplify the tension of a 1v1 fight. A game where all attacks do increased damage will naturally end quicker and more abruptly. Long games full of camping are slow and often viewed as boring, especially to passive spectators. Games where even weak attacks do high damage and could end at any moment are more exciting and engaging to an audience.
The main purposes of this mechanic are to encourage an offense-based playstyle, increase the speed of individual games, and overall amplify the tension of a 1v1 fight. A game where all attacks do increased damage will naturally end quicker and more abruptly. Long games full of camping are slow and often viewed as boring, especially to passive spectators. Games where even weak attacks do high damage and could end at any moment are more exciting and engaging to an audience.
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