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:I can make tables for all the skills/traits depending on which style others think would be best: old one that is posted above this message, the new one on my userpage, or something else if anyone has any suggestions. [[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 12:02, January 25, 2020 (EST) | :I can make tables for all the skills/traits depending on which style others think would be best: old one that is posted above this message, the new one on my userpage, or something else if anyone has any suggestions. [[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 12:02, January 25, 2020 (EST) | ||
::Nice work. It's strange that Special Move Power Up is the only +5%, and that the second stack gives a bigger bonus that the first. --[[User:Raijinili|Raijinili]] ([[User talk:Raijinili|talk]]) 14:50, January 28, 2020 (EST) | ::Nice work. It's strange that Special Move Power Up is the only +5%, and that the second stack gives a bigger bonus that the first. --[[User:Raijinili|Raijinili]] ([[User talk:Raijinili|talk]]) 14:50, January 28, 2020 (EST) | ||
:::I thought it was strange too and I initially thought I was using a bad move, but I made sure to use single-hitbox moves. When I tested PSI Attack I also got 1.05×, though that was because I used Lucas's PK Fire which has the bolt hitbox and the fire hitbox, and only one of them was PSI. | |||
:::There is one hidden mechanic that I'm not sure where to put or how to word it. Essentially when a damage multiplier gets too large the game will try to reduce it. This only applies to attack multipliers and only the same [[type]]s. | |||
:::Here's an example: Morgana (atk 4490 = 2.796) 'Sword Attack' (1.1×) with 'Weapon Attack' (1.1×) and 'Weapon Attack & Move Speed ↑' (1.1×), all abilities affecting swords. 1.1*1.1*1.1 = 1.331 * 2.796 = 3.721476. Ike down tilt does 8. 8 * 3.721476 = 29.77... Trying this in game gives 29.42 =/= 29.77. | |||
:::I've done a lot of testing and have determined what is happening: | |||
:::*If a type's multiplier is <1.3, leave it alone | |||
:::*If the type's multiplier >1.3 and <1.5, multiplier*0.5 + 0.65 | |||
:::*If the type's multiplier is >1.5, multiplier *0.2 + 1.2 | |||
:::Using the above with the original example, 1.331 > 1.3, 1.331*.5 + 0.65 = 1.3155 * 2.796 = 3.678138 * 8 = 29.425104 ≈ 29.42 | |||
:::Here is a [https://i.imgur.com/NSOnQoq.png graph] I've made based on my testing, and yes there is a sudden jump at the 1.5× mark. This is not a thing most will run into because the main ways to trigger it are the above scenario, Trade-Off Attacks/Ability, and Poison Power Up (I've already adjusted them on the table to their true values). Another note is that a lot of the non-specific type abilities are grouped into their own type, which I personally call 'generic'. Trade-Offs, Critical-Healths, Poison Power Up, Special Attack (all of them), Dash, etc., and some Styles also use 'generic'. Metal Killer, Giant Killer, and Critical Hit (1 & 2) seem to ignore it all together. | |||
== Style mechanics == | == Style mechanics == |
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