Talk:Damage: Difference between revisions

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::I understand that reasoning.  However, in that example, the game could simply calculate the number of hits that would be needed to raise the damage up by a percent and raise it that much each time the requisite number of hits has been applied.  I'll try some experiments on this.  For the time being however, I'd leave that info off as it is an induction for a specific case applied to all elements of a like set, and therefore not a fully grounded theory.  [[User:Clarinet Hawk|Clarinet Hawk]] <small>([[User talk:Clarinet Hawk|talk]] · [[Special:Contributions/Clarinet Hawk|contributions]])</small> 03:13, 17 October 2008 (UTC)
::I understand that reasoning.  However, in that example, the game could simply calculate the number of hits that would be needed to raise the damage up by a percent and raise it that much each time the requisite number of hits has been applied.  I'll try some experiments on this.  For the time being however, I'd leave that info off as it is an induction for a specific case applied to all elements of a like set, and therefore not a fully grounded theory.  [[User:Clarinet Hawk|Clarinet Hawk]] <small>([[User talk:Clarinet Hawk|talk]] · [[Special:Contributions/Clarinet Hawk|contributions]])</small> 03:13, 17 October 2008 (UTC)
I agree. [[User:Zixor|Zixor]] ([[User talk:Zixor|talk]]) 04:58, 19 October 2008 (UTC)
I agree. [[User:Zixor|Zixor]] ([[User talk:Zixor|talk]]) 04:58, 19 October 2008 (UTC)
Your point on Lucario's pummel is true, I've seen it, and then messed around with it, (what I did also proved that Lucario gets stronger as he takes more damage) I've seen that with some attacks he doesn't take a full 1% of damage. Try this, start from zero health, pummel once so hims health isn't 1% then heal, this will determine who is right. [[User:Learner4|Learner4]] ([[User talk:Learner4|talk]]) 13:39, 25 October 2008 (UTC)

Revision as of 08:39, October 25, 2008

Decimals and integers?

I'm not really clear on what is meant by the mathematical terms integers and decimals. Could this perhaps also be explained on the page in plainer English? Zixor (talk) 16:20, 15 October 2008 (UTC)

It's pretty clear, actually. Despite the fact that only numbers like 25% or 37% show up on-screen, the game actually calculates the damage with numbers like 25.3% or 36.8% and just shows rounded numbers. {My name is Miles, and I approve this message.} 20:12, 15 October 2008 (UTC)

I'm sure we would all like an explanation on how this is known, and why it is relevant. -and thanks for explaining this on the actual page. Zixor (talk) 22:10, 16 October 2008 (UTC)

How do we know? Lucario's pummel is an excellent example. He zaps 'em with Aura, right? But it takes more than one hit to do 1% damage. But this would be impossible if the smallest increment it can measure is 1%. Therefore it must use smaller units. Q.E.D. {My name is Miles, and I approve this message.} 03:07, 17 October 2008 (UTC)
I understand that reasoning. However, in that example, the game could simply calculate the number of hits that would be needed to raise the damage up by a percent and raise it that much each time the requisite number of hits has been applied. I'll try some experiments on this. For the time being however, I'd leave that info off as it is an induction for a specific case applied to all elements of a like set, and therefore not a fully grounded theory. Clarinet Hawk (talk · contributions) 03:13, 17 October 2008 (UTC)

I agree. Zixor (talk) 04:58, 19 October 2008 (UTC) Your point on Lucario's pummel is true, I've seen it, and then messed around with it, (what I did also proved that Lucario gets stronger as he takes more damage) I've seen that with some attacks he doesn't take a full 1% of damage. Try this, start from zero health, pummel once so hims health isn't 1% then heal, this will determine who is right. Learner4 (talk) 13:39, 25 October 2008 (UTC)