User:CanvasK: Difference between revisions

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mNo edit summary
m (Documenting my current facility tests)
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===Types===
===Types===
Done
Done
=Facilities=
After using a facility a Spirit will get tired and be unable to use another facility. Being in a match at will make all Spirits un-tired, regardless of: if they are in the team, the length of the match, or the results of the match (SD-ing counts). A Spirit using a Dojo that they have already trained at will not make them tired.
Activities ↑:
*Gym: 1.1× more experience per cycle
*Dojos: 1.1× faster learning
*Ruins: Roughly 1.1× more SP.
===Gym===
Spirits gain 1 experience per second, 1.1 if red, and 0.9 if blue. <!--been a while since I've tested this, may need to redo-->
===Dojos===
Spirits will learn a style in 30 minutes (1800 seconds). 1.1× speed if red (Roughly 27.5 min or 1636.36 sec) and 0.9× if blue (Roughly 33.5 min or 2000 sec). <!--again need to retest for accuracy-->
==Exploration==
===Ruins===
2 hour duration. SP gained is [https://i.imgur.com/QdHUG1R.png independent of power], with the largest factor being the class. Styles, levels, and "uniqueness" still need testing. "Uniqueness" is how varied the team is; 0% is 4 of the same Spirit, 100% is 4 different spirits (whether they need to be different types needs to be tested). If a Spirit's mood changes during exploration or before pick-up the results may change.
SP gained. 0% "uniqueness", no styles, lv. 99
{|class="wikitable"
!
! 1 Spirits ↓ !! 1 Spirits - !! style="border-right: 2px solid black;" | 1 Spirits ↑
! 2 Spirits ↓ !! 2 Spirits - !! style="border-right: 2px solid black;" | 2 Spirits ↑
! 3 Spirits ↓ !! 3 Spirits - !! style="border-right: 2px solid black;" | 3 Spirits ↑
! 4 Spirits ↓ !! 4 Spirits - !! 4 Spirits ↑
|-
! scope=row | Class 1
| 75 || 75 || style="border-right: 2px solid black;" | 105
| 210 || 210 || style="border-right: 2px solid black;" | 240
| 330 || 390 || style="border-right: 2px solid black;" | 450
| 495 || 600 || 735
|-
! scope=row | Class 2
| 75 || 75 || style="border-right: 2px solid black;" | 105
| 210 || 225 || style="border-right: 2px solid black;" | 255
| 360 || 420 || style="border-right: 2px solid black;" | 480
| 540 || 660 || 795
|-
! scope=row | Class 3
| 75 || 105 || style="border-right: 2px solid black;" | 105
| 210 || 240 || style="border-right: 2px solid black;" | 270
| 390 || 450 || style="border-right: 2px solid black;" | 525
| 600 || 735 || 900
|-
! scope=row | Class 4
| 105 || 105 || style="border-right: 2px solid black;" | 105
| 270 || 285 || style="border-right: 2px solid black;" | 315
| 525 || 600 || style="border-right: 2px solid black;" | 690
| 885 || 1080 || 1290
|}


=Spirit Experience=
=Spirit Experience=
This is the result of testing with experience. It is not nice or clean, but it works. If anyone has suggestions on how to make it nicer or simplify the equations, let me know because every time I <i>try</i> to clean the equations I go crazy.
This is the result of testing with experience. It is not nice or clean, but it works. If anyone has suggestions on how to make it nicer or simplify the equations, let me know because every time I <i>try</i> to clean the equations I go crazy.


The amount of experience a spirit needs to reach lv.99 is based on its max power, rank, number of slots, if it is enhanceable, and if it is neutral or not. Power does not refer to 'Team Power'; power is attack+defense, team power is power modified by styles and skills.
The amount of experience a Spirit needs to reach lv.99 is based on its max power, rank, number of slots, if it is enhanceable, and if it is neutral or not. Power does not refer to 'Team Power'; power is attack+defense, team power is power modified by styles and skills.
 
===Max Experience===
===Max Experience===
The equation is:<br>
The equation is:<br>
<code>max_exp = Power * slot_multiplier + class_exp</code><br>
<code>max_exp = Power * slot_multiplier + class_exp</code><br>
If the spirit is neutral, divide the result by 2.
If the Spirit is neutral, divide the result by 2.


====Slot Multiplier====
====Slot Multiplier====
Line 27: Line 79:
*2 slots: 0.605
*2 slots: 0.605
*3 slots: 0.6655
*3 slots: 0.6655
If the spirit is enhanceable, multiply this value by 1.5.
If the Spirit is enhanceable, multiply this value by 1.5.


====Class Experience====
====Class Experience====

Revision as of 09:08, March 28, 2020

Quick links

User:CanvasK/Spirit translations User:CanvasK/Unused spirit effects
User:CanvasK/SpiritBattleRow User:CanvasK/SpiritBattleTable

To-do

Effects

There's at least 50. Where to even start?

Types

Done

Facilities

After using a facility a Spirit will get tired and be unable to use another facility. Being in a match at will make all Spirits un-tired, regardless of: if they are in the team, the length of the match, or the results of the match (SD-ing counts). A Spirit using a Dojo that they have already trained at will not make them tired.

Activities ↑:

  • Gym: 1.1× more experience per cycle
  • Dojos: 1.1× faster learning
  • Ruins: Roughly 1.1× more SP.

Gym

Spirits gain 1 experience per second, 1.1 if red, and 0.9 if blue.

Dojos

Spirits will learn a style in 30 minutes (1800 seconds). 1.1× speed if red (Roughly 27.5 min or 1636.36 sec) and 0.9× if blue (Roughly 33.5 min or 2000 sec).

Exploration

Ruins

2 hour duration. SP gained is independent of power, with the largest factor being the class. Styles, levels, and "uniqueness" still need testing. "Uniqueness" is how varied the team is; 0% is 4 of the same Spirit, 100% is 4 different spirits (whether they need to be different types needs to be tested). If a Spirit's mood changes during exploration or before pick-up the results may change.

SP gained. 0% "uniqueness", no styles, lv. 99

1 Spirits ↓ 1 Spirits - 1 Spirits ↑ 2 Spirits ↓ 2 Spirits - 2 Spirits ↑ 3 Spirits ↓ 3 Spirits - 3 Spirits ↑ 4 Spirits ↓ 4 Spirits - 4 Spirits ↑
Class 1 75 75 105 210 210 240 330 390 450 495 600 735
Class 2 75 75 105 210 225 255 360 420 480 540 660 795
Class 3 75 105 105 210 240 270 390 450 525 600 735 900
Class 4 105 105 105 270 285 315 525 600 690 885 1080 1290

Spirit Experience

This is the result of testing with experience. It is not nice or clean, but it works. If anyone has suggestions on how to make it nicer or simplify the equations, let me know because every time I try to clean the equations I go crazy.

The amount of experience a Spirit needs to reach lv.99 is based on its max power, rank, number of slots, if it is enhanceable, and if it is neutral or not. Power does not refer to 'Team Power'; power is attack+defense, team power is power modified by styles and skills.

Max Experience

The equation is:
max_exp = Power * slot_multiplier + class_exp
If the Spirit is neutral, divide the result by 2.

Slot Multiplier

  • 0 slots: 0.5
  • 1 slot : 0.55
  • 2 slots: 0.605
  • 3 slots: 0.6655

If the Spirit is enhanceable, multiply this value by 1.5.

Class Experience

For non-enhanceable:

  • 1: 12000
  • 2: 20000
  • 3: 40000
  • 4: 60000

For enhanceable:

  • Starts at class 1:
    • 2: 22000
    • 3: 32000
    • 4: 42000
  • Starts at class 2:
    • 3: 30000
    • 4: 40000
  • Starts at class 3:
    • 4: 50000

Experience Growth

With max_exp determined it is possible to find the experience needed to reach any level.

Exp to the next level = base*(ratio^(level-1))
Exp at any level = base*(ratio^(level-1)-1)/(ratio-1)

Base Value

Making a base value makes the other equations somewhat easier.
base = max_exp*(ratio-1)/((ratio^98)-1)

Ratio

Ratio is based on class.

  • 1: 1.03
  • 2: 1.035
  • 3: 1.04
  • 4: 1.04

Limiter

The "Limiter", as I call it, is a hidden function involving Spirits and their damage multipliers. It only affects damage multipliers related to Sword types, Throw types (not attacks, types... I think), and 'Generic', 'Generic' being a term I use for damage multipliers that affect everything.

The first step to the function is to combine all of the related multipliers (Fist to fist, sword to sword, generic to generic, etc.) to get the raw_combined_mult (terms are my own, not official). This includes both positive (>1.0×) and negative multipliers (<1.0×) from traits, skills, and styles.

Next step, if the multiplier is for sword or generic, is to go through the following:

IF raw_combined_mult < 1.3:
    do nothing
IF raw_combined_mult > 1.3 AND raw_combined_mult < 1.5:
    final_combined_mult = raw_combined_mult * 0.5 + 0.65
IF raw_combined_mult > 1.5:
    final_combined_mult = raw_combined_mult * 0.2 + 1.2

The final_combined_mult is what is used when an attack hits. Critical Hit ↑, Metal Killer, and Giant Killer do not use generic, they act outside everything similar to the 1v1 multiplier. Skills that will easily get you to experience the limiter are Trade-Off Attacks ↑ and Poison Power Up. Poison Power Up has a multiplier of 2.0×, but the limiter causes it to come out as 1.6×. Trade-Off Attacks ↑ has a multiplier of 1.23×, requiring an additional multiplier of 1.057× to reach the limiter. Trade-Off Attacks ↑ (1.23×) + Trade-Off Abilities ↑ (1.18×) will give 1.3757× instead of 1.4514×.