Forum:Charged Smash Damage Multiplier

Currently, the mutiplier in Template:ChargedSmashDmgSSB4 is set to be 1.398. However, when I look at what the outputs are (for example, 15 * 1.398 = 20.97), then this multiplier doesn't seem to be the correct one. If this was the actual output, then an attack like Luigi's fully charged side smash and Kirby's fully charged side smash would display 20% instead of 21% in Training Mode because the displayed damage values are truncated instead of rounded. This is why I think that the multiplier is the same as in Brawl: 1.4. LimitCrown (talk) 02:14, 19 November 2014 (EST)
 * Have you eliminated the possibility that the uncharged attack is doing something like 15.1% damage? (Because that's apparently an option now.) Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Frivolous 09:12, 19 November 2014 (EST)
 * 10 uncharged smash attacks would cause the damage indicator to display a total of 151% if the base damage was 15.1%, so it isn't possible for it to be 15.1%. It would be a bit strange for the damage dealt by the smash attack of both Kirby and Luigi to not be a whole number.
 * The base damage value of Lucina's side smash attack might not be 14.5% since the damage values don't match very well. I estimated the actual value to be slightly less than 14.75%. A damage multiplier of 1.4 for the fully charged side smash would work in this case since the displayed damage values match better. LimitCrown (talk) 12:19, 19 November 2014 (EST)
 * Well the only reason it's 1.398 right now is because that's what I saw on SmashBoards somewhere, and proof was given that 1.4 was impossible. That said, I think I'm close to at least getting the base damage of all moves in 1.0.0, so we'll see. Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Quintonic 12:22, 19 November 2014 (EST)
 * Okay well. I'm still on 1.0.3, so Mario's up tilt does 6.3 damage. I hit with it 10 times, bringing the enemy to 63%, but it only showed 62%. Another 10 hits later to 126% and it showed 126%. Every other value along the way matched what was expected. So we now have proof that the damage displayed can have rounding errors. Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Aurum 16:51, 19 November 2014 (EST)

Alright. I hit Bowser with the sweetspot of a fully-charged non-angled Mario f-smash (base 17) 5 times and got him to 119%. If the multiplier was 1.4, it'd be 119.0; if the multiplier was 1.398, it would be 118.83. I think this confirms that the multiplier is indeed 1.4, and I'll go fix the template. Toomai Glittershine The Sharp 17:28, 19 November 2014 (EST)

Have you guys factored in Stale Moves? That could be affecting things. CONTROL YOUR VARIABLES! If that's been accounted for, then don't mind me. Brightcoat (talk) 11:16, 15 December 2014 (EST)
 * My testing was all in training mode, so staleness was not a factor. Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Researcher 11:22, 15 December 2014 (EST)
 * Cool cool cool, just wanted to make sure. It can be comically easy for discussions like this to overlook stuff like that. Brightcoat (talk) 12:10, 15 December 2014 (EST)