Talk:Master spirit

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Revision as of 18:00, September 24, 2020 by CanvasK (talk | contribs) (CanvasK moved page Talk:Master Spirit to Talk:Master spirit: Every other spirit category is formatted this way)
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Articles for Master Spirits

Should articles be created for the Master Spirits? (Aside from the ones that already do.) Since they actually interact with the player, unlike most Spirits, would that be enough to qualify them for an article? --TheAmazingRaspberry (talk) 17:20, May 10, 2019 (EDT)

Ones for how each one are different Issy (talk) 16:10, July 11, 2019 (EDT)

Exploration experience/citation request

Regarding the recent citation request for what the arrows mean for explorations, I can confirm (at least for Ruins) that the arrows will yield more/fewer rewards. In the Ruins a red arrow gives roughly 20% more SP and a blue arrow gives 20% less SP (more details can be found on my userpage). I can also confirm that the arrows have no impact on experience gained. In the Ruins, assuming a full expedition, a Spirit will come back with 240 experience regardless of the arrows, class, number of Spirits, level, etc. For the Jungle it was 1200 exp. I (somehow) haven't tested Caves, but I'm predicting 720 exp (Will update in 6 hours). For the Caves it was 720 exp. So about 120 exp per hour, not sure if it keeps that trend with unfinished expeditions.--CanvasK (talk) 16:55, April 15, 2020 (EDT)

Edited above message with everything past the strike-through.--CanvasK (talk) 22:55, April 15, 2020 (EDT)
I'm pretty sure the arrows are the "levels of restness" of the spirits, and that they affect any facility you put the spirits in. PeabodySam removed the leveling bonus saying that it can't be it because the arrows are displayed on lvl 99 spirits too, but I'm 100% sure that spirits with an upward arrow level up faster in the dojo than spirits without any arrow for I have put lvl 1 spirits of the same rank at the same time in the dojo quite often, and the ones with an upward arrow always reach lvl 99 faster than the ones without arrow. Likely, the lvl 99 spirits an arrows too simply because of the other facilities beside the dojo. YoshiRyu (talk) 05:46, April 16, 2020 (EDT)
I was mainly talking about the exploring areas since that is what was edited, but yes they do affect the speed of the Gym and Dojos. For the Gym a red arrow is about 10% faster and a blue arrow is 10% slower. I thought I had numbers for Dojos but a recent test proved me wrong. I though it was also 10% faster for them as well but it looks like it may be closer to 25% faster. I'll do some more thorough testing on the Dojos soon and report back when I get what I need.--CanvasK (talk) 10:37, April 16, 2020 (EDT)
As CanvasK said, it's Explore that I was talking about, not Dojos. I also did a bit of my own testing in Explore and determined that the arrows did not affect leveling in Explore; I once left three Lvl. 1 primary spirits in the Jungle (one with an upward arrow, one with no arrows, and one with a downward arrow), and all three gained roughly the same amount of experience.
Nice work, CanvasK. We should add this info to the main page once we have all the data. --PeabodySam (talk) 13:17, April 16, 2020 (EDT)
Finally done with Dojos. Could have been done sooner but family stuff and I also only tested one Spirit at a time instead of 4 because I wanted accuracy over time. Quick note, Type and Power has no effect on time. Another note, this was all done with Demon Style in case, for some reason, other Dojos have different timing.
Blue None Red
Class 1 0:45:00 0:30:00 0:24:00
Class 2 1:07:00 0:45:15 0:36:30
Class 3 1:30:00 1:00:45 0:48:00
Class 4 1:52:30 1:15:00 1:00:00
Red arrow is time×0.8, blue is time×1.5. The base values for Class 2 & 3 I think can be rounded down because I think there may have been small errors. Also you can instantly teach a Spirit a Style for 200/300/400/500 + (10 × number of taught styles) SP (for Class 1/2/3/4). I'll test Activities Up for Dojos... maybe tomorrow.--CanvasK (talk) 23:57, April 17, 2020 (EDT)
As someone who makes game, I can tell you that there is no way some game designer decided that the base values would be 0:30:00/0:45:15/1:00:45/1:15:00, that's weird. So yeah, round them, 30/45/60/75 seems to be a more usual/coherent/realistic/... scaling up for such a minor feature. YoshiRyu (talk) 05:32, April 18, 2020 (EDT)
That's what I thought too. When I did tests for Skills/Traits I figured the devs would rather do a clean 3 decimal value than a messy 4-7 decimal. Anyways, new stuff. Activities Up is roughly time×0.9; that plus a red arrow is time×0.8×0.9 or time×0.72. I also found out that if a Spirit already knows other Styles they will take longer. The extra time is (# of learned styles×1.5 minutes) rounded down, so the 2nd style is +1 min, 3rd is +3, 4th is +4, 5th is +6, etc. This is regardless of Class (so Class 1 is impacted more percent-wise) and is added before the arrows and Activities Up are factored. In full (time+floor(# of learned styles×1.5 minutes))×arrow×Activities Up.--CanvasK (talk) 10:51, April 20, 2020 (EDT)

(Reset indent) Finally got around to testing experience with exploring. Spirits gain 2 exp for every minute of exploration regardless of condition, class, type, area, and Activities Up. I also checked if half minutes gave 1 exp, they don't it is only per minute. Is there anything else that needs to be tested? --CanvasK (talk) 11:24, April 22, 2020 (EDT)