Talk:Team Healer

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Damage ratio?[edit]

For the life of me I can't seem to pinpoint the exact damage recovery algorithm used. The fraction applied seems to fluctuate between .33 and .35 times the current Damage Percent. However, I haven't factored in the possibility of Smashing it being a factor in how much it heals. Here are the numbers I got so far:

Damage Taken Damage Healed
50% 34%
100% 50%
150% 65%
200% 80%
250% 91%
300% 110%
350% 125%
400% 139%
450% 155%
500% 170%
999% 320%

- Gargomon251 (talk) 05:54, 7 April 2009 (UTC)

Well, I just did some testing. It appears that not only the strength of throw affects the amount healed, but also the direction of the throw and exactly how fast the Team Healer is moving on contact. And these values don't seem to be in ratios; no matter what percent the target is, a forward smash will heal 3 percentage units more than a forward tilt, an up-smash heals 1% more than an f-smash, and an u-smash that missed and is falling back down heals 7%-8% less than one that's going up. Toomai Glittershine eXemplary Logic 15:02, 7 April 2009 (UTC)

Damn that's complicated...so much for simply dropping the healer on your teammate's head. - Gargomon251 (talk) 02:16, 8 April 2009 (UTC)

I think I've determined that throw direction doesn't matter; it's just the speed the TH is moving on contact. The different values for smashes is just because an up-smash results in throwing the item harder than an f-smash, apparently. (Don't take this for granted, I'm slightly unsure.) If my thinking is correct, then the healing formula may be as follows:

h = rd + s

...where h is the damage healed, r is the mysterious ratio, d is the initial damage, and s is the TH's speed. In this case, we should be able to obtain a "base" value by hitting someone with a Team Healer that's not moving. The only possible way to do this is for it to hit them while it's reaching the apex of its throw as they're coming out of a dodge or something.

However, I would bet it's not that simple. The primary reason is that, at really low percentages (say 10% or 15%), a Team Healer heals all damage (right back to 0%). Therefore, the ratio (r) can't be constant, or maybe we have a parabolic function here. (Which would be something like h = rd2 + bd + s, with b being an unknown constant.)

If we can get a bunch of tests with a Team Healer that's not moving (or at the very least is moving at the same speed all the time - throwing up at a guy on a platform would work there), then I could plot the points and graph a best-fit line. Toomai Glittershine eXemplary Logic 02:52, 8 April 2009 (UTC)

Partial formula deciphered[edit]

Okay, I think I've got something. I used Bowser, throwing a Team Healer with an up smash at another Bowser on the lower soft platforms of Battlefield. (The TH hits instantly under those circumstances, so max speed). This is the formula I got:

h = 0.3d + 20% (for example, at a damage of 365%, the TH would heal 129.5%, leaving the target with 235.5%)

Now all we have to do is find how the speed of the TH impacts the 20%. Toomai Glittershine eXemplary Logic 14:19, 8 April 2009 (UTC)

I think I've just determined another part of the formula. This time, the Bowser being healed was 11 Stage Builder blocks above the throwing Bowser, so the Team Healer hit him at almost zero speed. (I don't really have enough hands to throw it upwards and then quickly dodge it so it hits at zero speed, and this seems close enough.) The formula turned out to be this:

h = 0.3d + 10%

What does this mean? For one, it means that you'll always heal 0.3 times the damage plus a bit extra, and a faster-moving TH can heal up to 10% more damage. The full formula so far is this:

h = 0.3d + s(1%) + 10%

...where s is a TH's speed from 0 (not moving) to 10 (max up-smash speed, which seems to be the fastest). Toomai Glittershine The Stats Guy 17:37, 9 April 2009 (UTC)

Team Recovery Ball?[edit]

Its wierd, I was playing SSE and I finished a level, and under the Collected Items list it said "Team Recovery Ball" instead of Team Healer! Hunter Neb (talk) 04:12, October 18, 2009 (UTC)