Talk:Rage: Difference between revisions
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::::[[User:ANaCled|ANaCled]] ([[User talk:ANaCled|talk]]) 05:49, 7 December 2015 (EST) | ::::[[User:ANaCled|ANaCled]] ([[User talk:ANaCled|talk]]) 05:49, 7 December 2015 (EST) | ||
:::::That kind of pattern (a hard increase per a large amount of small "buckets") is almost unheard of in the series overall in terms of "mechanics that look at current damage". Far more likely is a straight linear formula with upper and lower limits. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Superlative 10:06, 7 December 2015 (EST) | :::::That kind of pattern (a hard increase per a large amount of small "buckets") is almost unheard of in the series overall in terms of "mechanics that look at current damage". Far more likely is a straight linear formula with upper and lower limits. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Superlative 10:06, 7 December 2015 (EST) | ||
::::::I did an experiment to test my theory. For any of those curious: | |||
:::::*The character hitting was Falcon, and I changed his percentage using the handicap function (And Fox's staled laser, for those awkward percents). | |||
:::::*The character being hit was Kirby, and, using handicap, I set his percentage to 30%. | |||
:::::*The stage was a wide, flat stage to prevent Kirby from dying from the hit. | |||
:::::*I moved Kirby towards the left side of the stage, rolled into the edge, then rolled away from the edge once. | |||
:::::*I moved Falcon towards the same side, and rolled into the edge (This was in case there were any sweet/sour spots in the move). | |||
:::::*I flicked the smash stick forward, and left the controller controlling Kirby alone (No D.I). | |||
:::::*I left the Kirby controller alone until he stood up on his own, then killed Falcon, and saved a replay. | |||
:::::*I did each test in a new match each time, to prevent move reduction. | |||
:::::*I did 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160 and 200% at 1.0x launch rate, and 0% at both 1.1x and 1.2x launch rate. | |||
:::::(I may have forgotten type the other factors I kept the same, so if you think of anything I may have forgotten to add, ask me). | |||
:::::From what I could see: | |||
:::::*Rage continued past 150%, as it looked like 200% sent him a fair distance compared to 150%. | |||
:::::*150% seemed to have a 1.1x multiplier. | |||
:::::*The knockback difference was constant (didn't look like the rate of increase was changing). | |||
:::::As I type this, I'm uploading all the saved replays to YouTube. Once it's finished, I plan to download them, and compare them by overlapping them in some video editing programs. I'll share the information here once I'm finished looking through it. | |||
:::::[[User:ANaCled|ANaCled]] ([[User talk:ANaCled|talk]]) 16:58, 7 December 2015 (EST) |
Revision as of 16:58, 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)
- That kind of pattern (a hard increase per a large amount of small "buckets") is almost unheard of in the series overall in terms of "mechanics that look at current damage". Far more likely is a straight linear formula with upper and lower limits. Toomai Glittershine The Superlative 10:06, 7 December 2015 (EST)
- I did an experiment to test my theory. For any of those curious:
- The character hitting was Falcon, and I changed his percentage using the handicap function (And Fox's staled laser, for those awkward percents).
- The character being hit was Kirby, and, using handicap, I set his percentage to 30%.
- The stage was a wide, flat stage to prevent Kirby from dying from the hit.
- I moved Kirby towards the left side of the stage, rolled into the edge, then rolled away from the edge once.
- I moved Falcon towards the same side, and rolled into the edge (This was in case there were any sweet/sour spots in the move).
- I flicked the smash stick forward, and left the controller controlling Kirby alone (No D.I).
- I left the Kirby controller alone until he stood up on his own, then killed Falcon, and saved a replay.
- I did each test in a new match each time, to prevent move reduction.
- I did 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160 and 200% at 1.0x launch rate, and 0% at both 1.1x and 1.2x launch rate.
- (I may have forgotten type the other factors I kept the same, so if you think of anything I may have forgotten to add, ask me).
- From what I could see:
- Rage continued past 150%, as it looked like 200% sent him a fair distance compared to 150%.
- 150% seemed to have a 1.1x multiplier.
- The knockback difference was constant (didn't look like the rate of increase was changing).
- As I type this, I'm uploading all the saved replays to YouTube. Once it's finished, I plan to download them, and compare them by overlapping them in some video editing programs. I'll share the information here once I'm finished looking through it.
- ANaCled (talk) 16:58, 7 December 2015 (EST)
- That kind of pattern (a hard increase per a large amount of small "buckets") is almost unheard of in the series overall in terms of "mechanics that look at current damage". Far more likely is a straight linear formula with upper and lower limits. Toomai Glittershine The Superlative 10:06, 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)