Talk:Rage: Difference between revisions
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::* No rage, 1.2x Launch Rate: Just offscreen. Roughly same as 200% rage and 1.0x launch rate. | ::* No rage, 1.2x Launch Rate: Just offscreen. Roughly same as 200% rage and 1.0x launch rate. | ||
::I want to conclude that both statements in the article are false because of this, but I would like to see more extensive research (please link me to some if there is already). What it appears to be is "at maxiumum rage of 200%, attacks deal 1.2x the knockback dealt normally." [[User:B2jammer|b2jammer]] ([[User talk:B2jammer|talk]]) 20:40, 9 July 2015 (EDT) | ::I want to conclude that both statements in the article are false because of this, but I would like to see more extensive research (please link me to some if there is already). What it appears to be is "at maxiumum rage of 200%, attacks deal 1.2x the knockback dealt normally." [[User:B2jammer|b2jammer]] ([[User talk:B2jammer|talk]]) 20:40, 9 July 2015 (EDT) | ||
::I undid the edit so that it shows the values that I added to the article. The values added by the previous user contradict each other in a mathematical standpoint. Even if you assume that the rage multiplier begins at 0%, which is impossible, then the highest that the rage multiplier could ever be would be 1.9 because it was stated that it starts increasing at 10% damage. Those values were likely made up, and a value of 2.0 for a knockback multiplier would be incredibly high and make many attacks KO extremely early. It was already known that the rage multiplier stops increasing at 150% or a value very close to that, anyways. [[User:LimitCrown|LimitCrown]] ([[User talk:LimitCrown|talk]]) 04:41, 31 July 2015 (EDT) | :::I undid the edit so that it shows the values that I added to the article. The values added by the previous user contradict each other in a mathematical standpoint. Even if you assume that the rage multiplier begins at 0%, which is impossible, then the highest that the rage multiplier could ever be would be 1.9 because it was stated that it starts increasing at 10% damage. Those values were likely made up, and a value of 2.0 for a knockback multiplier would be incredibly high and make many attacks KO extremely early. It was already known that the rage multiplier stops increasing at 150% or a value very close to that, anyways. [[User:LimitCrown|LimitCrown]] ([[User talk:LimitCrown|talk]]) 04:41, 31 July 2015 (EDT) | ||
::::Wouldn't it makes sense for it to start at 50% and have a multiplier increase of 0.02 every 10%? This would mean that: | |||
::::*0-49% has a 1.0x launch rate | |||
::::*50-59% has a 1.02x launch rate | |||
::::*60-69% has a 1.04x launch rate | |||
::::*70-79% has a 1.06x launch rate | |||
::::*80-89% has a 1.08x launch rate | |||
::::*90-99% has a 1.1x launch rate | |||
::::*100-109% has a 1.12x launch rate | |||
::::*110-119% has a 1.14x launch rate | |||
::::*120-129% has a 1.16x launch rate | |||
::::*130-139% has a 1.18x launch rate | |||
::::*140-149% has a 1.2x launch rate | |||
::::(Note: I haven't actually tested this, this is just a theory, and anyone is free to test this) | |||
::::[[User:ANaCled|ANaCled]] ([[User talk:ANaCled|talk]]) 05:49, 7 December 2015 (EST) |
Revision as of 05:49, December 7, 2015
Rage's Origins?
In MARIO & LUIGI RPG 3: BOWSER'S INSIDE STORY (notable for being the most critically acclaimed RPG MARIO game and the first game to feature Bowser Koopa as the main protagonist), there was a special status unique to the Great Demon King called "Fury" that was similar to SMASH BROS. for Wii U's Rage in both function and appearance: Bowser becomes stronger while flashing red and emitting steam from his body. Both states also activate under the same circumstances: when the character takes a considerable amount of damage. Could Rage actually be Fury from the Great Demon King's first starring game or is it all just a mere coincidence? Either way, the resemblance is quite uncanny. 72.50.82.3 —Preceding unsigned comment added by 72.50.82.3 (talk • contribs) 10:08, 11 January 2015 (EST)
- It's an idea that a whole bunch of games have, it has no clear origin. Toomai Glittershine The Eggster 10:51, 11 January 2015 (EST)
- I'm quite aware of that, but you must remember that Nintendo likes to fill their games with references (for nostalgic purpose), and with SMASH BROS. being a crossover of their franchises, we shouldn't automatically rule out the possibility that MARIO & LUIGI 3 could be the source for Rage.107.72.164.75
Which is true?
"...maxes out at 200% damage. At maximum rage, attacks will deal 2.0x the amount of knockback that would normally be dealt."
"The multiplier increases by one tenth every 10%, until it caps out at 2.0."
These two lines are not synonymous with each other. The first line implies that the knockback multiplier is 1+0.1(200)/10, equal to 3.0. May someone please address this? Chilex (talk) 03:26, 17 June 2015 (EDT)
Bump. Chilex (talk) 13:41, 21 June 2015 (EDT)
- What I read is that the first is saying it maxes out at 200% damage with a 2.0x amount of knockback, and the multiplier increases by one tenth (0.1) every 10% damage until it reaches 2.0x, which theoretically would be at 200%. Seems synonymous to me. But I suck at math. ---Preceding unsigned comment added by you. Or maybe Nutta. 13:55, 21 June 2015 (EDT)
- The default multiplier (by definition) is 1.0x. It goes up a step (0.1x) every 10%. At 200%, twenty steps have been made, so the multiplier has gone up by 2.0x. 2+1=3, so at 200%, the second line implies that the multiplier is 3.0x, not 2.0x. Chilex (talk) 14:00, 21 June 2015 (EDT)
- I just tested it with two Marios on Omega Battlefield, using a slightly charged, forward-facing Down Smash on a 100% Mario target at the center of the stage. Results:
- No rage, 1.0x Launch Rate: Halfway between camera edge and platform.
- 200% rage, 1.0x Launch Rate: Just offscreen.
- No rage, 2.0x Launch Rate: KO! (a fast one at that)
- No rage, 1.2x Launch Rate: Just offscreen. Roughly same as 200% rage and 1.0x launch rate.
- I want to conclude that both statements in the article are false because of this, but I would like to see more extensive research (please link me to some if there is already). What it appears to be is "at maxiumum rage of 200%, attacks deal 1.2x the knockback dealt normally." b2jammer (talk) 20:40, 9 July 2015 (EDT)
- I undid the edit so that it shows the values that I added to the article. The values added by the previous user contradict each other in a mathematical standpoint. Even if you assume that the rage multiplier begins at 0%, which is impossible, then the highest that the rage multiplier could ever be would be 1.9 because it was stated that it starts increasing at 10% damage. Those values were likely made up, and a value of 2.0 for a knockback multiplier would be incredibly high and make many attacks KO extremely early. It was already known that the rage multiplier stops increasing at 150% or a value very close to that, anyways. LimitCrown (talk) 04:41, 31 July 2015 (EDT)
- Wouldn't it makes sense for it to start at 50% and have a multiplier increase of 0.02 every 10%? This would mean that:
- 0-49% has a 1.0x launch rate
- 50-59% has a 1.02x launch rate
- 60-69% has a 1.04x launch rate
- 70-79% has a 1.06x launch rate
- 80-89% has a 1.08x launch rate
- 90-99% has a 1.1x launch rate
- 100-109% has a 1.12x launch rate
- 110-119% has a 1.14x launch rate
- 120-129% has a 1.16x launch rate
- 130-139% has a 1.18x launch rate
- 140-149% has a 1.2x launch rate
- (Note: I haven't actually tested this, this is just a theory, and anyone is free to test this)
- ANaCled (talk) 05:49, 7 December 2015 (EST)
- Wouldn't it makes sense for it to start at 50% and have a multiplier increase of 0.02 every 10%? This would mean that:
- I undid the edit so that it shows the values that I added to the article. The values added by the previous user contradict each other in a mathematical standpoint. Even if you assume that the rage multiplier begins at 0%, which is impossible, then the highest that the rage multiplier could ever be would be 1.9 because it was stated that it starts increasing at 10% damage. Those values were likely made up, and a value of 2.0 for a knockback multiplier would be incredibly high and make many attacks KO extremely early. It was already known that the rage multiplier stops increasing at 150% or a value very close to that, anyways. LimitCrown (talk) 04:41, 31 July 2015 (EDT)