Talk:Spirit: Difference between revisions
(→Initial dash discrepancy: new section) |
|||
Line 35: | Line 35: | ||
The article states that all ground mobility related buffs affect initial dash and run speeds equally. However, in reality initial dashes seem to not increase anywhere near as much as run speeds, which can be clearly seen using significant ground mobility buffs. The specifics of how this works should probably be documented, or the article will be misleading. ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 11:45, April 7, 2022 (EDT) | The article states that all ground mobility related buffs affect initial dash and run speeds equally. However, in reality initial dashes seem to not increase anywhere near as much as run speeds, which can be clearly seen using significant ground mobility buffs. The specifics of how this works should probably be documented, or the article will be misleading. ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 11:45, April 7, 2022 (EDT) | ||
:They have the same values in [https://twitter.com/Meshima_/status/1254735146462265350 Meshima's spreadsheet] (except for Dash Attack ↑ and Runner style). It's possible that initial dashes are affected by the same limits as [[User:CanvasK/Max speed|running and walking]]. Would definitely need to test it more. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 12:09, April 7, 2022 (EDT) |
Revision as of 11:10, April 7, 2022
Class to rank
In game "novice", "advanced", etc. are commonly referred to as "ranks" and rarely referred to as "class". On the wiki "class" is used almost universally. Should "class" be changed to "rank", do that but have special cases, or something else? I realize that I should have asked about this before making a lot of changes, but I don't want there to be a lot of cleanup in case it is decided against. --CanvasK (talk) 09:36, April 29, 2020 (EDT)
- This can be ignored. A while back I found that it was more split in game. --CanvasK (talk) 23:37, October 28, 2020 (EDT)
Squid Sisters & Ninjara
Could someone who buys the Mii costumes keep an eye on these two battles when the update comes out? They're both characters that got Mii costumes, and it is possible for the battle to change if the costume is bought or not (Like with Cuphead). I doubt it for the Squid Sisters since they don't use Miis in that battle, but Ninjara never had a battle and may get the Cuphead treatment. I don't buy Mii costumes so I can only contribute to the base game versions. --CanvasK (talk) 14:07, June 22, 2020 (EDT)
We should detail the specifics in how much rewards you get from Spirit Battles in relation to how powerful your Spirits ar, or if you have no spirits on period e
I know we mention that the lower the Spirit Team Power, the higher the rewards, but I genuinely think from research doing it with no Spirits also gives it you a higher amount, and how the Spirits auto-pick feature seems to favour just below the Spirit Power of the enemy Spirit to incentivise the bigger rewards. I don't know if there's a proper exact calculation on whatever Spirit Power to whatever rewards you get as it may be partially random or dependent on some other quality, but I think it's worth a deeper look into the specifics of what rewards you get with what Spirit Team Power.—Preceding unsigned comment added by 82.38.22.20 (talk • contribs) 16:58, June 24, 2020 (EDT)
- Since having no Spirit team is effectively a Team Power of 0, yes it makes sense that it would also give more rewards. As for how the rewards are determined, there are too many factors at play to be able to isolate Team Power and Type advantage. There is a value with every Spirit called 'reward_capacity' which likely relates to the maximum amount one can get from a battle, but how that value translates into SP, snacks, etc. or how it scales is not known. Perhaps when 8.0.0 drops with the rematch feature it may become possible to chip away at it. --CanvasK (talk) 17:24, June 24, 2020 (EDT)
How to find out Mii Fighter movesets within Spirit Battles
Something to keep in mind in the future is that you're able to check the moveset of a Mii Fighter within a Spirit Battle by pausing the game, opening the Move List, and scrolling to that respective Mii class. If any of you guys see this, can you spread the word around? Because I'm still seeing pages to this day where a Mii Fighter Spirit's moveset is listed with question marks. Arqade (Talk) 18:11, October 15, 2020 (EDT)
- Interesting. I'll keep that in mind when I come across it and for future events. Doesn't help me with DLC Mii's sadly since I don't purchase them, but useful for everything else. --CanvasK (talk) 19:02, October 15, 2020 (EDT)
Listings on non-spirit pages
With how inconsistent and incomplete spirits are on different pages (such as Dracula and Superspicy Curry) I'm planning on going through and fixing them. Before I do that I'd like some input on the formatting. First is how to display slots/cost. The series lists use ⬡ and ⬢ whereas the the single pages just list a number, should the numbers stay or be replaced with the hexagons? Second thing is stats for primary spirits. Should all 6 stat values be listed (max & min for power, attack, and defense) or just the max values? --CanvasK (talk) 23:37, October 28, 2020 (EDT)
Found a quirk with Metal and Giant, not sure how/if we should cover it
So I was trying out Metal Face and found an interesting "feature". If you're using the spirit on its own, both the Metal and Giant morphs wear off after 8 seconds, as the list says. But if you pair it with Transformation Duration Up, Giant wears off after around 12 seconds while Metal wears off after around 19. (Looks like the times are taken from the standard transforms.) Should we note this, and if so how and where? —Preceding unsigned comment added by 72.181.135.38 (talk • contribs) 13:52, June 2, 2021 (EDT)
- Verified and confirmed. Metal Box lasts about 13 seconds, which means Transformation Duration ↑ should make it 19.5. I assume that (using made up terms here) big_dur and metal_dur are set to 8s with Metal and Giant and TD↑ changes those values based on big_time and metal_time (which would be 8 and 13 respectively), instead of changing them based on the set duration; metal_dur = metal_time * 1.5 vs metal_dur = metal_dur * 1.5. I added it to the notes section. Thanks for finding that! --CanvasK (talk) 15:02, June 2, 2021 (EDT)
Spirits with overworld effects
There doesn't seem to be a section where it mentions that some Spirits are used in the over world World of Light and providing a link to the respective page, at least from what I could currently see. Wolff (talk) 23:05, July 1, 2021 (EDT)
Initial dash discrepancy
The article states that all ground mobility related buffs affect initial dash and run speeds equally. However, in reality initial dashes seem to not increase anywhere near as much as run speeds, which can be clearly seen using significant ground mobility buffs. The specifics of how this works should probably be documented, or the article will be misleading. Alex the Weeb 11:45, April 7, 2022 (EDT)
- They have the same values in Meshima's spreadsheet (except for Dash Attack ↑ and Runner style). It's possible that initial dashes are affected by the same limits as running and walking. Would definitely need to test it more. --CanvasK (talk) 12:09, April 7, 2022 (EDT)