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:Part of the point of this table is to be minimal in technical data. All the in-depth numbers are for the moveset subpages. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Yellow 19:58, 24 October 2017 (EDT) | :Part of the point of this table is to be minimal in technical data. All the in-depth numbers are for the moveset subpages. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Yellow 19:58, 24 October 2017 (EDT) | ||
:Yeah I am going to have to agree with Toomai here. This would take up way too much space on the table and would be confusing for the entry level players whom these tables are intended for. The only thing we possibly ''could'' do is add columns for bkb and kbg (or fixed kb as the case may be) as knockback is more important than damage output anyway...but the problem with that is the fact that each hit of each move typically has more than one hitbox with more than one different knockback value(s) and angles. This is a problem already for listing damage output, but this would be many times worse. It would get far too dynamic far too fast. <span style="font-family:Chiller;font-size:18px;text-shadow:0px 0px 3px #000">'''[[User:Serpent King|<span style="color:#d50">Serpent</span>]] [[File:SKSigHalloween.png|16px|link=]] [[User talk:Serpent King|<span style="color:#d50">King</span>]]'''</span> 20:59, 24 October 2017 (EDT) | :Yeah I am going to have to agree with Toomai here. This would take up way too much space on the table and would be confusing for the entry level players whom these tables are intended for. The only thing we possibly ''could'' do is add columns for bkb and kbg (or fixed kb as the case may be) as knockback is more important than damage output anyway...but the problem with that is the fact that each hit of each move typically has more than one hitbox with more than one different knockback value(s) and angles. This is a problem already for listing damage output, but this would be many times worse. It would get far too dynamic far too fast. <span style="font-family:Chiller;font-size:18px;text-shadow:0px 0px 3px #000">'''[[User:Serpent King|<span style="color:#d50">Serpent</span>]] [[File:SKSigHalloween.png|16px|link=]] [[User talk:Serpent King|<span style="color:#d50">King</span>]]'''</span> 20:59, 24 October 2017 (EDT) | ||
:Link's Melee Spin Attack is a perfect example of what I mean here. The move has 2 forms, a grounded form and an aerial form. The grounded form has 3 hitboxes, each with different knockback and angle values, and they ''decay'' (I think with each spin (6 spins)), so that's 18 (x3 for bkb, kbs, angle) values already. Then the aerial form has 4 hitboxes per hit, and there are 4 hits, meaning take another 16 (x3 again) values right there. So in the end that one move would end up having 34 values just for knockback, which is just unrealistic. Even if you ignored the decay on the grounded one, that's still 3 for the grounded and 16 for the aerial...and 19 values is still unrealistic and overly complex. <span style="font-family:Chiller;font-size:18px;text-shadow:0px 0px 3px #000">'''[[User:Serpent King|<span style="color:#d50">Serpent</span>]] [[File:SKSigHalloween.png|16px|link=]] [[User talk:Serpent King|<span style="color:#d50">King</span>]]'''</span> 21:19, 24 October 2017 (EDT) |
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