User talk:Tinil

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This[edit]

These figures appear to have no source, would you mind sharing with us where this information comes from? Thanks and have a good day Serpent SKSig.png King 17:39, December 29, 2021 (EST)

For the "Intangibility Frames" it appears to just be "Total Intangibility Frames" but shifted over, so "2-15" is 14. Then "Ending Vulnerability Frames" is "Total Frames" minus the end of "Intangibility Frames", 24 total and 2-16 would be 24-16=8. The percent appears to be "Total Intangibility Frames" divided by "Total Frames" rounded to the nearest 10th (100ths was used prior to the edit). So there wouldn't be any coded values anywhere, just doing simple math on what is already listed in the table to get the same results as the Melee and Brawl ones. --CanvasK (talk) 21:26, December 29, 2021 (EST)
Forgive me for not explaining better, the comment line has limited length and I wasn't sure how often the talk discussion is reviewed. CanvasK is right, these numbers don't come from a source but rather from basic math. This was the format that the Brawl data already used (Although it only compared intangibility vs ending lag vulnerability frames without counting the startup vulnerability frames. As CanvasK also mentioned, I removed a significant digit as it seemed unimportant, though I can easily add in the extra digit if need be. These are measurements of how much intangibility you gain vs how many vulnerable frames you have the instant you spot dodge, so a quick look at the return on your investment of spot dodging and if it is worth it.
I believe this to be the most relevant percentage information, superior to the previous melee values which were actually measuring "Percentage of the intangibility frames that are subsequently vulnerable before you can act", or Column 5 divided by column 4. Essentially I switched to column 3 divided by column 2. Brawl was previous Column 3 divided by Columns 3+4. 4 obviously had none listed, but it was simple to add with the data already present. Ultimate would be quite a bit more work with the staleness mechanic, and probably not as useful.
If these are objectionable, feel free to revert. If another significant digit is appropriate, that can be added, and if another measurement is superior to the one I used, it can be switched to that but I feel strongly that Melee and Brawl should be using the same statistic for consistency at least.--Tinil (talk) 21:49, December 29, 2021 (EST)