Spirit: Difference between revisions

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Discovered by Final Mix on PKBeats' Discord server. No explanation has been found so far...
m (→‎Other skills: Only one without a hundredths)
(Discovered by Final Mix on PKBeats' Discord server. No explanation has been found so far...)
(4 intermediate revisions by 3 users not shown)
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Fighters receive an aura of a specific color if they receive a certain boost; red aura for attack boosts, blue aura for defense boosts, green aura for speed boosts, and white aura with multi-color gradients for all of them, though the aura doesn't appear if the player is equipped with a trade-off spirit.
Fighters receive an aura of a specific color if they receive a certain boost; red aura for attack boosts, blue aura for defense boosts, green aura for speed boosts, and white aura with multi-color gradients for all of them, though the aura doesn't appear if the player is equipped with a trade-off spirit.


Skills and traits that affect a kind of attack (e.g. Smashes, Tilts, Specials, etc.), instead of a type or effect, start to have diminishing returns when combined (Exceptions: Throws are unaffected and [[Weapon (type)]] is affected). Diminishing returns occur when the combined multipliers exceed 1.3× and are further reduced when above 1.5×. This encourages the player to have a more varied Spirit Team, either by using skills or traits that affect types/effects or investing in another stat such as defense or speed. (Note: values in the tables below are without reductions. {{rollover|Hover text|Alt text|y}} will note values found in practice when applicable)
Skills and traits that affect a kind of attack (e.g. smashes, tilts, specials, etc.), instead of a type or effect, start to have diminishing returns when combined (Exceptions: Throws are unaffected and [[Weapon (type)]] is affected). Diminishing returns occur when the combined multipliers exceed 1.3× and are further reduced when above 1.5×. This encourages the player to have a more varied Spirit Team, either by using skills or traits that affect types/effects or investing in another stat such as defense or speed. (Note: values in the tables below are without reductions. {{rollover|Hover text|Alt text|y}} will note values found in practice when applicable).
*1.5 > Multiplier > 1.3:
 
**Multiplier = Multiplier×0.5 + 0.65
<math>\mbox{final mult}=
*Multiplier > 1.5:
\begin{cases}
**Multiplier = Multiplier×0.2 + 1.2
m,  & \mbox{if }m \le 1.3 \\
m*0.5+0.65, & \mbox{if }1.3 < m \le 1.5 \\
m*0.2+1.2, & \mbox{if }m > 1.5
\end{cases}</math>


{| class="wikitable"
{| class="wikitable"
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| rowspan=2 | 1.13×
| rowspan=2 | 1.13×
| 130 KB limit || <b>150</b> || style="background-color:#DDD" | 170 || style="background-color:#DDD" | 180
| 130 KB limit || <b>150</b> || style="background-color:#DDD" | 170 || style="background-color:#DDD" | 180
| rowspan=2 | Full knockback is taken when the limit is surpassed
| rowspan=2 | Full knockback is taken when the limit is surpassed. Does not affect {{SSBU|Min Min}}'s up or down smashes.
|-
|-
| colspan=4 | 0.9× Damage received
| colspan=4 | 0.9× Damage received
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| 1.04×
| 1.04×
| 0.7× Landing lag duration || 0.6× || 0.5× || <b>0.4×</b>
| 0.7× Landing lag duration || 0.6× || 0.5× || <b>0.4×</b>
|  
| Does not reduce the additional landing lag incurred by {{SSBU|Bayonetta}}'s [[Bullet Arts]] extended neutral and up aerials, only reducing the base landing lag frames.
|-
|-
| rowspan=2 | Easier Dodging
| rowspan=2 | Easier Dodging