Editing Talk:Equipment

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== Method of information collection ==
== Method of information collection ==


Firstly, I used Luigi's down taunt on a regular Bowser, then one i gave +200 defence to. The one with +200 defence took less knockback, despite Luigi's down taunt knockback not being affected by dealt damage. Then to prove that it wasn't the weight that was affected, I tested and recorded the amount of time it took for Mario to perform his back throw on the regular and +200 defence Bowser in 1/4 speed. It took the same amount of time for both, so the weight was not changed. [[User:Alex the weeb|Alex the weeb]] ([[User talk:Alex the weeb|talk]]) 11:01, 11 February 2017 (EST)
Firstly, I used Luigi's down taunt on a regular Bowser, then one i gave +200 defence to. The one with +200 defence took less knockback, despite Luigi's down taunt knockback not being affected by dealt damage. Then to prove that it wasn't the weight that was affected, I tested and recorded the amount of time it took for Mario to perform his back throw on the regular and +200 defence Bowser in 1/4 speed. It took the same amount of time for both, so the weight was not changed. [[User:Alex Parpotta|Alex Parpotta]] ([[User talk:Alex Parpotta|talk]]) 11:01, 11 February 2017 (EST)


== No stats between 5 and -5? The negative value is 50–70% of the positive value? I'm not too sure. ==
== No stats between 5 and -5? The negative value is 50–70% of the positive value? I'm not too sure. ==
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== Extra damage nullified in knockback calculation ==
== Extra damage nullified in knockback calculation ==


One thing that's unusual about the knockback relating to increased attack stats is that the game does not treat the moves as dealing as much damage as they do when calculating knockback for moves that are boosted by the attack stat. You can see this very clearly using the smash calculator, which for instance calculates that if the damage output were doubled, Mario's uncharged up smash would KO at 42.5% in training mode on FD. In fact under these conditions but with the damage doubled by a +200 attack stat, the move does not kill until 106%, much later. This clearly shows that the extra damage is mostly nullified, and the knockback increase is minimal (the default move kills at 118%, just 12% later). Does this sufficiently prove that the extra damage is ignored? ''[[User:Alex the weeb|<span style="color: blue;">'''Alex the weeb'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''flying lobster!'''</span>]]'' 07:07, 10 March 2018 (EST)
One thing that's unusual about the knockback relating to increased attack stats is that the game does not treat the moves as dealing as much damage as they do when calculating knockback for moves that are boosted by the attack stat. You can see this very clearly using the smash calculator, which for instance calculates that if the damage output were doubled, Mario's uncharged up smash would KO at 42.5% in training mode on FD. In fact under these conditions but with the damage doubled by a +200 attack stat, the move does not kill until 106%, much later. This clearly shows that the extra damage is mostly nullified, and the knockback increase is minimal (the default move kills at 118%, just 12% later). Does this sufficiently prove that the extra damage is ignored? ''[[User:Alex Parpotta|<span style="color: blue;">'''Alex Parpotta'''</span>]] the [[User talk:Alex Parpotta|<span style="color: red;">'''flying lobster!'''</span>]]'' 07:07, 10 March 2018 (EST)
:Seems pretty straightforward, and mostly matches with my own testing and math. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] Da Bomb 19:58, 10 March 2018 (EST)
:Seems pretty straightforward, and mostly matches with my own testing and math. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] Da Bomb 19:58, 10 March 2018 (EST)


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