Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.

Talk:Damage

From SmashWiki, the Super Smash Bros. wiki
Revision as of 22:13, October 16, 2008 by Clarinet Hawk (talk | contribs)
Jump to navigationJump to search

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)