Category Archives: Paper Mario: TTYD

Power Bounce Caps: Not Quite Infinity+1

If like me, you were a casual fan of Paper Mario 64 back in the day, you might have wondered why you were able to get a ton of Power Bounces on enemies normally, but always crumbled under pressure when trying to use them against a boss. Well, this’ll probably come to no surprise if you’re into the speedrunning / TAS-ing scene now, but it turns out that in both Paper Mario 64 and TTYD, there are hard limits to how many times you can Power Bounce in a row, especially on bosses.  Let’s dive into how those are determined!

Also for completion, I’ll give the frame windows for how long you have to execute the Action Command each bounce, since they do get tighter on the later bounces.

Paper Mario 64

Though not that technically complex, the way the cap is determined in Paper Mario 64 is… well, rather indirect.  Where you end up getting capped also tends to have pretty heavy variance, with most of the caps being early on, but with an arbitrarily long tail.

Each enemy/boss has a single value that gets fed into the calculation, with a max of 100 (Goombas, Fuzzies, Shy Guy, et al.), and a minimum of 50 (Final Bowser, prior to the Twink battle), which I’ll call the Cap Multiplier, or Cap% for short.

A value in memory (I’ll call it the “bounce chance”, or BC) is set to 200 on the first bounce, and for every subsequent bounce, this value is multiplied by the Cap%, then divided by 100, and rounded down to the nearest integer. For example, if Cap% is 50, the BC will take on values of 200, 100, 50, 25, 12, 6, 3, 1, and then 0 for all subsequent jumps.  On each bounce, a random number from 0 to 100 (inclusive) is generated; if that number is higher than the current BC value, then no more jumps will be possible afterwards.

This will almost always be the limiting factor of a Power Bounce on anything with a Cap% < 100, since the timing windows are fairly lenient, giving you 7 frames at 30fps for the first bounce, and 1 frame fewer each subsequent bounce until it hits a minimum of 2 frames at 30fps (2/30 seconds) on the sixth bounce, totally reasonable compared to TTYD’s 3/60-second Superguards or SMRPG’s 2/60-second Super Jumps.

Curiously, not only does Dodge Master increase the timing windows for later bounces to a downright ridiculously forgiving minimum (5 frames, or 1/6 of a second; as generous as TTYD’s jump / normal guard commands with THREE Simplifier badges), it also makes your Power Bounces get capped later!  The badge adds 7 to the enemy’s Cap%, making the values take longer to get small. For instance, a 50-Cap% enemy’s BC goes from the above values to 200, 114, 64, 36, 20, 11, 6, 3, 1, 0.

What do all these values mean practically though? Well, here’s a chart of the chance of getting capped upon reaching each of the first 10 bounces (“Cap Likelihood”), as well as the number of expected attempts to get to that number of bounces (“Expected Attempts”), for an enemy with a Cap% of 70 (typical for chapter bosses; only Hallway / Final Bowsers have worse), with and without Dodge Master.

Jump # 1 2 3 4 5 6 7 8 9 10
w/o Dodge Master BC 200 140 98 68 47 32 22 15 10 7
Cap Likelihood 0% 0% 2.0% 31.7% 52.5% 67.3% 77.2% 84.2% 89.1% 92.1%
Expected Attempts 1 1 1 1.4 3.1 9.6 42.2 267 2447 30,903
Timing 7/30s 6/30s 5/30s 4/30s 3/30s 2/30s 2/30s 2/30s 2/30s 2/30s
With Dodge Master BC 200 154 118 90 69 53 40 30 23 17
Cap Likelihood 0% 0% 0% 9.9% 30.7% 46.5% 59.4% 69.3% 76.2% 82.2%
Expected Attempts 1 1 1 1.1 1.6 2.9 7.3 24 101 568
Timing 7/30s 7/30s 7/30s 7/30s 6/30s 5/30s 5/30s 5/30s 5/30s 5/30s

Interestingly, given that the bounces are only capped if the generated number is higher than the current BC, but not if it’s equal, it is technically possible to get arbitrarily many bounces (up to the global cap of 101) even for the worst Cap%, so long as the random number generated is always 0.  For example, getting a 13-cap without Dodge Master on Tutankoopa (or another 70-Cap% boss) is a 1/1,000,000,000 chance.  And yet, it’s possible. (Lua scripting FTW!)

Here’s a spreadsheet of the Cap Multipliers and “Expected Attempts” for the first 30 bounces for every enemy / boss in the game.

Paper Mario: TTYD

Compared to Paper Mario 64, TTYD’s approach is remarkably simple. Each enemy/boss has a “soft cap” N. For the first N-1 jumps, you can’t get capped. For the next N (bounces N through 2N-1) you have a 67% chance of getting capped each bounce (bounces N through 2N-1), and you will be forcibly capped on bounce 2N.  Practically all enemies have a soft cap of 9,999 (e.g. effectively infinite), and bosses’ soft caps range from 5-9, much better than Paper Mario 64’s potential (and on Bowser, likely) 3-caps.

Unlike PM64, Simplifier and Unsimplifier badges do not change the cap counts or likelihood of being capped; however, that does lead to the disadvantage of TTYD’s Power Bounce – no matter how which badges you’re wearing, eventually the timing window on the bounce gets down to a single frame at 60fps, which is basically impossible to keep up for more than a few bounces.

Here’s a table of the timing windows for any number of Simplifiers / Unsimplifiers, in 1/60-second frames:

Bounces 1 2 3 4 5 6 7 8 9 10 11+
3 Unsimplifiers 5 4 3 2 1 1 1 1 1 1 1
2 Unsimplifiers 6 5 4 3 2 1 1 1 1 1 1
1 Unsimplifier 7 6 5 4 3 2 1 1 1 1 1
Normal 8 7 6 5 4 3 2 1 1 1 1
1 Simplifier 9 8 7 6 5 4 3 2 1 1 1
2 Simplifiers 10 9 8 7 6 5 4 4 3 2 1
3 Simplifiers 10 10 10 10 10 9 8 7 6 5 1

You can find the soft-caps for each enemy in my recently-updated PM2 Stat Guide (listed as “PB Cap”).

That pretty much covers this little-known / understood balance feature! Really, I don’t think TTYD’s cap is accomplishing all that much when you’re forced to perform frame-perfect jumps from the eighth bounce onward, but ehh…

Paper Mario TTYD Stats! (The Sequel)

The new, improved Paper Mario stat sheet is here, now with heart / flower drops, item drops and drop rates, and much more!

Download the new stat spreadsheet here: Link

Explanations of the various stats in the sheet:

  • HP, ATK, DEF – Self-explanatory; based on tattle information (except in cases where it is obviously wrong like Red Spiky Buzzies).
  • EXP Level, EXP Bonus – Determine the amount of Star Points an enemy rewards. If it has a higher level than Mario, it awards (M * (EXP Level – Mario Level) + EXP Bonus) Star Points, rounded down, where M = 0.5 normally, 0.55 if there were three enemies at the start of the battle, 0.65 if there were four, and 0.75 if there were five. If its level is equal to or lower than Mario’s, it awards 0 Star Points regardless of its Bonus value.
  • Coin Base, Coin Bonus, Coin Ex% – Determine the coins an enemy drops after defeat; they drop the Base amout by default, and every additional Bonus coin has an Ex% chance of dropping.
  • HP / FP Drops – Determine the maximum number of hearts or flowers the front enemy in a battle can drop (see the link above for more details).
  • Item / Badge Drops – The items / badges an enemy can hold in-battle or randomly drop after battle, and their hold / drop weights (relative frequency of being held or dropped, with “nothing” having a hold weight of 200 and drop weight of 300). See this post for how to convert these into the absolute chance of an item drop.
  • Status Susceptibility – The likelihood of the enemy being subjected to various status ailments:
    • Sleep – Chance of being put to sleep.
    • Stop – Chance of being immobilized by a Stopwatch (Clock Out has a x1.27 multiplier to this if fully charged).
    • Dizzy – Chance of being made dizzy.
    • Confuse – Chance of being confused.
    • Burn – Chance of being burned. Is always 0 or 100+.
    • Freeze – Chance of being frozen.
    • Shrink – Chance of being shrunk.
    • Soft – Chance of being softened.
    • Fright – Chance of running away from a Fright Mask.
    • Gale – Chance of being blown away by Gale Force. Note that there is an additional factor based on the player and enemy’s relative level; for instance, a level 22 player against a Hyper Goomba (level 15) has an additional 22-15 = 7% chance of inducing the effect (assuming the chance was non-zero to begin with), and a level 10 player would have a 10-15 = -5% chance subtracted from the base chance.
    • OHKO – Chances of being defeated by Showstopper.
    • PB Cap – The “soft cap” for Power Bounce / Multibonk; i.e. the first bounce to have a 67% chance of ending the attack. The attack is forced to end at twice this number of bounces. If this value is not present, the soft cap is 9,999, which is basically infinite.
    • Dark Koopatrols seem to have a 100% susceptibility to all effects when flipped; I don’t think this applies to any other enemies, so it’s worth noting as a weird exception.

The only notable omission, which I may add at a later time, is that some Glitzville enemies have different item drop sets than their non-Glitzville counterparts; you can find those in my GameFAQs item drop guide.

That pretty much wraps up my new coverage of TTYD stuff; hope this is a good reference for aspiring badge hunters, Pre-Hooktail runners, or whomever else!

Paper Mario TTYD: To the Victors Go the Spoils

Well, this article’s been a long time coming.

For as fleshed-out as the Thousand-Year Door’s battle system is, it’s perhaps no surprise that its battle rewards are as hard to predict as they are various. So in this post, I’ll endeavor to explain exactly how the amounts of every battle reward are determined, one by one. I know my old enemy stats guide is a little out-of-date on some of the variables that go into these calculations, so I’ll probably be updating that in the very near future.

Let’s start with the most straightforward:

Coin Drops

Whereas Paper Mario 64’s enemies each had a fixed number of coins to drop, plus some extras for the enemy in front, in TTYD, each enemy drops coins in the exact same way.

Every enemy has three variables that go into coin drop calculation: a Base amount, a Bonus amount, and an Extra Coin Drop Rate (Ex%). The drop amount starts at the Base, and each Bonus coin has an independent, Ex% chance of dropping. For example, here’s an example of how Amazy Dayzee’s (Base 5, Bonus 5, and Ex% 70) coin drops might be calculated (the number under each bonus coin is a randomly generated number from 0 to 99, and has to be less than the Ex% for its coin to be dropped):

amazy-coins

After all the coin drops are determined, the total count is multiplied by the number of Money Money badges equipped + 1. At the end of the day, the maximum number of dropped coins is 32.

HP / FP Drops

Back in my Paper Mario 64 days, these precious hearts and flowers were the most desirable of drops (to be supplanted by badges in the sequel). Though it was far from a guarantee, it always seemed to me that taking damage, or using a ton of FP in-battle would slightly increase the amount of HP and FP I earned. Turns out in TTYD, this isn’t at all far from the truth, and in fact, it’s much simpler than that – the chances of HP / FP drops are directly tied to Mario’s current percentage of his max HP / FP:

Current HP/FP Percentage Overall HP Drop Rate Individual HP Drop Rate Overall FP Drop Rate Individual FP Drop Rate
Up to 20% 70% 50% 40% 40%
Up to 30% 60% 50% 40% 40%
Up to 50% 50% 40% 40% 40%
Up to 80% 40% 40% 40% 40%
More than 80% 30% 30% 30% 40%

So say that Mario ends a battle with 3 / 10 HP and 6 / 10 FP:

  • First, the game checks to see if any HP should drop at all (60% chance);
  • If it does, then the game checks M times to see if it should drop a single heart (50% each).
  • Next, the game checks to see if any FP should drop at all (40% chance);
  • If it does, then the game checks N times to see if it should drop a single flower (40% each)…

where M and N are determined by the type of enemy leading the battle, and can range from 2 to 6. For example, most early-game enemies have (2,2), Spiky Parabuzzies have (4, 2), X-Nauts PhD have (2, 4), and Elite Wizzerds have a whopping (5, 5). Needless to say, those constants will be in the next version of my TTYD enemy stats guide.

After those HP / FP drops are determined, if Mario has any Heart Finder badges on, the game adds some random additional heart drops – 1 to 3 of them if one badge, or 1 to N+3 of them if more than one. Likewise, Flower Finder will grant equivalent bonus FP drops. Both heart and flower drops cap at 32 apiece, just like coins. (Although you’d have to have a ridiculous number of Finder badges to exceed that!)

And now for the main event:

Item / Badge Drops

Back in 2011, I uploaded a guide to GameFAQs that contains the drop tables of every enemy in the game. Although these tables had some numbers alongside them, I could only proffer some vague speculation as to how those translated into their actual drop rates. Fast-forward to April 2016 and the discovery of Palace Skip; I finally had an excuse to get my hands dirty in assembly code again, and I successfully figured out everything that goes into these calculations! Here’s the dirt…

Item Hold Chances

The first thing to find out is how likely enemies are to hold items in battle, since those are observably a ton more likely than random drops. For the rest of this section, we’ll look at Crazee Dayzee’s drops as an example (for no particular reason, other than 900 failed attempts at getting a Flower Saver drop…)

crazee-drops

These are all the items Crazee Dayzees can hold / drop, with their respective hold / drop weights. Anything without a hold weight indicated actually has a hold weight of 0.

Upon determining an enemy’s held item, it basically chooses between all the options at their respective weights, with an additional weight of 200 for no item at all. Practically, this means that the chance of a particular item being held is its hold weight divided by (200 + the sum of all items’ hold weights). For example, a Super Shroom has a 10 / (200 + 10 + 10) = 1/22 chance of being held by a Crazee Dayzee.

This same function is used when determining what item Ms. Mowz steals from an enemy with no held item, only with her stealing a coin in the case of no item being chosen, rather than nothing. (Notably, if she would normally steal an item / badge, but Mario’s item / badge inventory is full, she misses the enemy rather than stealing a coin.)

All held items being determined, here’s what happens at the end of a battle:

Drop Type Determination

There are three things that can happen at the end of a battle – the game can try to roll for a random item from the front enemy (henceforth, “random drop”), drop an enemy’s held item (“held drop”), or drop nothing at all. The chances of these events happening are weighted as follows:

item-weights-0

If Mario has Item Hog badges equipped, this adds an additional “weight” per badge equipped to the random and held drop cases:

…and so forth. As the number of Item Hog badges increases, the chances of the Random / Held drop cases approach 50%; however, their effect visibly has pretty sharply diminishing returns after the first couple of badges.

Here’s a breakdown of what happens in each of these cases:

Random Drop

So you’re lucky enough to get a shot at a random item drop! Don’t celebrate just yet though, because the odds are stacked further against you. Similarly to the formula for determining held item chances, the chance of an item being randomly dropped is its drop weight divided by (300(!) + the sum of all items’ drop weights).

For example, the chance of a Crazee Dayzee dropping a Point Swap would be a none-too-great 15 / (300 + 10 + 10 + 10 + 15 + 10 + 2 + 1 + 1) = 15/359 ≈ 1/24, and the chance of a Flower Saver drop is a mere 1/359!  Taking into account the 25% chance of getting the “Random Drop” case to begin with (or 33.3% with an Item Hog badge), that chance plummets to an abysmal 1/1,436! (or 1/1,077 with an Item Hog.) Blech…

To reiterate, only the front enemy in a battle can drop items this way, so unfortunately you won’t be getting any Amazy Dayzee random drops.

Held Drop

Things are far brighter for this case; you simply get one of the items that were held by the enemies at the start of the battle (excluding ones you stole with Kiss Thief, you monster). If there aren’t any items to be dropped this way, you’re out of luck. However, if that’s the case when you have at least one Item Hog badge equipped, you have a 50% chance of picking up one of the following items at random:

item-hog-list

Yes, Dried Shrooms are three times as likely to drop; in fact, factoring in the chance of the “Held Drop” case being chosen, with one Item Hog, your total chances of getting a Dried Shroom from a battle with no enemy held items are a none-too-shabby 33.3% * 50% * 30% = 5%. Rejoice in that, Mega-Rush-P-using Pre-Hooktail-Pit-Runners!

No Drop

You don’t get an item drop in this case. Thought that’d be self-explanatory…

Final Thoughts

And finally, that wraps everything up! Again, I’m hoping to compile all the drop tables, HP / FP drops, and existing enemy stat info into a single doc in the near future. In the meantime, enjoy your well-earned rewards (and revel in your RNG fortune if you manage to get any of the rarer badges!)

Oh, one more note about item / badge drops; if you scare all the enemies in a battle away with Fright Masks, items can still be dropped in the same way as always. This could be potentially useful for enemies with really high susceptibility to Fright (e.g. Dayzees – 100%!) Who knows?

Paper Mario TTYD: No Holds Barred

Hey, long time with no updates, but I’m back, bearing more Paper Mario: TTYD badgey goodness! Before getting to the real skinny (actual drop / hold rates, rather than baseless speculation), I thought I’d do a short bit on messing around with enemies’ held items.

Interestingly, even though the enemies’ drop tables prevent too many weird / useless held and dropped items, the game actually has a failsafe to prevent enemies from holding anything but one of these 32 items, using internal item IDs 0x80 – 0xA0 (128 – 160):

enemy-items-ok.png

Astute readers might have noticed that’s actually a range of 33 IDs rather than 32; the one in that range that isn’t allowed is “Trade Off”, a dummied-out item that raises the EXP of enemies. Some of the items that are allowed seem a bit odd; enemies have no use for the FP-restoring items, and they don’t seem to be programmed to use the Hot Dog, or the unused Cake item (restores 10 HP) either. Still, they are completely capable of holding these items in-battle:

enemy-held-items-totally-normal.PNG

Also notably, this list does exclude some in-battle items that one might consider “normal”, but for usually understandable reasons:

  • Point Swap: Can’t have enemies swapping their HP with nonexistent FP, after all.
  • Fright Mask: Although it would be humorous if enemies could force Mario to run away from battle, I can imagine why this doesn’t work.
  • Mystery?: Not really sure, as I never used this item much myself. Maybe some of the effects wouldn’t work properly on enemies.
  • Spite Pouch: Interestingly, this one is programmed into some enemies’ drop tables, but cannot in fact be held.  I suspect this is because the Counter status was never programmed properly for some enemies / attacks; more on that later…
  • Gold Bars: Yeah, you wish.

Weirdly, unlike items, not only is there nothing preventing enemies from holding arbitrary badges, a good number of them that can’t normally be held do in fact work, at least to some extent:

  • All or Nothing: Gives the enemy +1 Attack (apparently they know about Timed Hits!)
  • Feeling Fine: Works as advertised. Presumably not used since Mario wouldn’t have any use for a second one.
  • Zap Tap: Same deal. Rather obnoxious to deal with, too.
  • Lucky Day: Works, rather unsurprisingly. Pretty Lucky is objectively better anyway, though…
  • Double Pain: Works, and is in fact stackable. Yeesh.
  • Happy Flower, Pity Flower: Shows visible FP gain, though it doesn’t seem to do anything.
  • HP Drain, FP Drain: These don’t really work; they do lower the enemy’s Attack by 1, though.
  • Lucky Start: Humorously, works exactly as it does for Mario:

enemy-held-badges-all-the-fp

 

(Not so lucky in that case, bud…)

Finally, Return Postage does grant the Counter status, but with some… interesting side effects for some moves…

enemy-return-postage-mowz-2

Uhh…

enemy-return-postage-mowz-4

Right.

If you want to see some of these crazy badges in action, check out MilesLuigi’s video of most of the effects!

Tune in again soon, where I detail how to calculate item drop rates exactly, as well as explaining the rest of after-battle rewards in depth!

Paper Mario TTYD Stats!

Edit 2016-04-11: Check out this updated post!

As per usual, the most exhaustive stat sheet in existence, with never-before-seen info on status effects, exact coin amounts, and 100% confirmed Star Point information.

A brief overview of the stats contained:

  • Name / #: Enemies are listed in roughly their tattle order, then bosses by rough order of appearance in game.  The # column contains their Tattle ID.
  • HP / ATK / DEF: Nothing the Tattle Log can’t tell you.  Attack and Defense vary a bit in some cases, depending on the form or state of an enemy, or the attack it uses.
  • Level / Base EXP: Determines how many Star Points you receive from an enemy after battle.  The formula is (Enemy Level – Mario’s Level)*(Battle Multiplier), rounded down, adding on the Base EXP if Mario’s Level is not greater than the enemy’s.  The battle multiplier is determined by the number of enemies present at the start of the battle; 0.5 for 1 or 2 enemies, 0.55 for 3, 0.65 for 4, and 0.75 for 5.  Interestingly, they may have originally intended to make the Base EXP added on regardless of Mario’s Level; Bonetail has a Base EXP of 99 but a level of 0.
  • Coin Drops: Each enemy has a minimum and maximum number of coins they can drop.  If the max is greater than the minimum, each additional coin has an “Ex%” percent chance of dropping; for instance, Hyper Goombas have a (0.3*0.3) = 9% chance of dropping 1 coin, a (0.7*0.3*2) = 42% chance of dropping 2, and a (0.7*0.7) = 49% chance of dropping 3 coins.  Since the Ex% value is always over 50, the higher numbers of coins are typically slightly more likely than the lower ones.
  • Status Effect Weaknesses: The really interesting stuff. Basically, this value is multiplied by the chance of a move dealing a status effect, as far as I can tell.  Gale Force, in particular, has about a 70% multiplier, but most have a 100% chance (I wouldn’t be surprised if Clock Out maxed out at a bit higher).  “KO” status is caused only by Showstopper, if I recall correctly, and interestingly, has a tiny percent chance of working on most late-game bosses.

For item / badge drop information, check out my FAQ on the subject on GameFAQs.

All that being said, here are the stats in spreadsheet form.  Enjoy!

Now You’re Playing with Star Power!

As mentioned before in the end of the Badges trilogy, the Star Power you receive after attacking and Appealing are determined by a very simple, but precise formulas.

Note that in further calculations, the resulting units are 1/100 of an in-game SP unit; this is how they are represented in game. These hundredths of a SP unit will be abbreviated as SPU% for the rest of the article. Also, the Star Power gain from both Appealing and attacking is capped at 8 Star Power units, even though you could technically gain more by using a SP-consuming move in the middle of it counting up.

First of all, the formula for Appeal Star Power is very simple; assuming you have at least one non-incapacitated audience member, you receive 25 * (number of Super Appeals (P) + 1) + (number of active audience)/4 SPU%.  This is independent of what type of audience members you have; just keep in mind that sleeping enemies don’t count toward your total in any of these calculations.

For the Star Power you get after attacking, the formula is a bit more complicated; it’s calculated as follows:

SPU% = floor(sqrt(Audience Value) * (Action Command Value) * (Danger Status) * (BINGO Status)).

Audience Value depends on the types of characters in the audience; most are worth 1 point, excepting Toads (worth 3 points) and Dull Bones (worth 0 points!!!).  Obviously, sleeping enemies count as 0.

Action Command Values are dependent on the highest level of Action Command (“Nice”, “Great”, etc.) landed, and whether or not any Stylish commands are used.  As mentioned in the Badges series, Simplifiers decrease this level by 1, and Unsimplifiers increase this level by 1 apiece.  The multipliers are as follows:

Normal Stylish
No Hit 1.0
Nice – 2 0.50 3.0
Nice – 1 0.75 3.5
Nice 1.00 4.0
Good 1.25 4.5
Great 1.50 5.0
Wonderful 1.75 5.5
Excellent 2.00 6.0

Danger Status is dependent on whether Mario or his partner is in Danger/Peril.

Partner >5 HP Partner <=5 HP Partner <=1 HP
Mario >5 HP 1.0 1.5 2.0
Mario <=5 HP 2.0 3.0 4.0
Mario at 1 HP 3.0 4.5 6.0

Finally, BINGO Status is normally 1, but after getting a BINGO, this value temporarily increases while the audience is jumping up and down.  Mushroom, Flower and Star BINGOs give this a value of 2, and Shine Sprite BINGOs make it 3.

Thus, if both Mario and his partner are in Peril shortly after getting a Flower BINGO, your Star Power comes in TWELVE times as often possible after attacks (you can see that in action here).

This info can really come in handy when trying to figure out how much SP you can expect to get from attacks vs. Appealing, particularly in challenge runs such as Pre-Hooktail Pit Runs and such.  Also note that the SP from attacks comes in gradually, so if you’ve got a ton still coming in from a partner’s Appeal and intend to use a Star Power attack immediately afterwards, use it as quickly as possible and you might be able to keep what would have previously been overflow.

That’s pretty much it, but I’m certainly not done with Paper Mario: TTYD yet; wait until you see the info I’ve dug up on enemy status ailment weaknesses!

Badges, Part 3: Effects and Stacking.

To conclude my discussion on TTYD’s badges, here’s a comprehensive list of the effects of all stackable badges, and some comments / research backing up my finding.  In general, much of my research was documented and discussed a while back in this forum thread.  To see a bunch of these badges stacked in bulk, check out MilesLuigi’s YouTube series, “Stacking Way Too Many”, here.  A handful of badges cannot be obtained infinitely or to their maximum (Power Bounce, Double Pain, Simplifier/Unsimplifier), but I will list their effects anyway.  (If you want some cheat codes to give yourself multiple of these, check out http://arcentral.net.)

Standard Ability Badges
Mario’s got a wealth of attacking options at his hands right here, but stacking multiple badges can become pricey pretty quickly.

  • Power Jump (1 BP) – Does a single-hit jump attack for 2 FP that does 2 more damage than the boots’ standard attack power (i.e. 4 for normal Boots, 6 for Super, 8 for Ultra).  Additional badges double the FP requirement, in exchange for another +2 attack power.
  • Power Smash (1 BP) – Same as Power Jump, but does a hammer attack.
  • Multibounce (1 BP) – Hits every non-ceiling enemy in sequence with standard, single-hit jump attacks for 2 FP.  Additional badges double the FP requirement and add 1 attack power.
  • Piercing Blow (1 BP) – Does a hammer attack that ignores enemy defense.  Despite the fact that it is attainable in multiple (Spiky Parabuzzies drop them), wearing more than one has no additional effects whatsoever.
  • Hammer Throw (1 BP) – Allows you to hit any single enemy with an indirect hammer attack that does base damage for 2 FP.  Additional badges double the FP cost and add 1 to the attack’s power.
  • Tornado Jump (2 BP) – For 3 FP, does a single-hit jump attack that does 2/4/6 damage based on the boots’ attack power, then a tornado that does 2 damage to all midair enemies.  Additional badges each double the FP cost, and add 1 to the jump’s damage and 2 to the tornado’s.
  • Quake Hammer (2 BP) – For 3 FP, sends out a shockwave that does 2 DEF-piercing damage to all ground/hovering and ceiling enemies.  Additional badges each double the FP cost and add 2 to the attack’s power.
  • Power Bounce (3 BP) – Does a jump attack for 3 FP that hits as long as you hit the Action Commands correctly.  The initial hit does 1/2/3 damage base, and if it does damage, every successive hit does 1 fewer damage, minimum of 1.  Additional badges cannot normally be attained in-game, but double the FP cost and add +1 damage apiece.
  • Fire Drive (3 BP) – For 5 FP, shoots a fireball at all ground/hovering enemies that does 5 DEF-piercing damage to the front enemy, 4 to the next, etc, and inflicts the Burn status for 3 turns.  Additional badges double FP cost and add 2 attack power; the Burn status’s duration is unaffected.

Status-Inducing Ability Badges
All of these badges’ FP costs scale linearly with extra badges, rather than exponentially, allowing you to incapacitate enemies for practically infinite time given enough badges (the effects can last for 100+ turns with sufficient BP and badge count).

  • Soft Stomp (1 BP) – For 2 FP, does a jump attack that inflicts the Soft status (-3 DEF) on an enemy for 3 turns.  Additional badges add 2 FP to the cost and 2 turns to the effect.
  • Shrink Stomp (1 BP) – For 2 FP, does a jump attack that inflicts Shrink on an enemy for 3 turns.  Additional badges add 2 FP to the cost and 2 turns to the effect.
  • Sleepy Stomp (1 BP) – For 2 FP, does a jump attack that inflicts Sleep on an enemy for 5 turns.  Additional badges add 2 FP to the cost and 2 turns to the effect.
  • Head Rattle (1 BP) – For 2 FP, does a hammer attack that inflicts Confuse on an enemy for 3 turns.  Additional badges add 2 FP to the cost and 2 turns to the effect.
  • Ice Smash (1 BP) – For 3 FP, does a hammer attack that inflicts Freeze on an enemy for 2 turns.  Additional badges add 3 FP to the cost and 2 turns to the effect.

Special Ability Badges
Multiple Charges is pretty game-breaking (3 extra attack power for a measly 2 FP? I’m down.), but multiple Super Appeals can make for ridiculous abuse of Special Attacks.

  • Charge (P) (1 BP) – For 1 FP, increases the next attempted attack’s power by 2.  Additional badges double the FP cost and add 1 to the charge amount.  The charge per turn maxes at 9, and total charge power cannot exceed 99.
  • Double Dip (P) (3 BP) – For 4 FP, allows Mario or his partner to use two items in a single turn.  Wearing both available badges of the same type allows him to use Triple Dip, which costs 8 FP and allows him to use three items in one turn.
  • Super Appeal (P) (1 BP) – Increases the Star Power Mario or his partner gets from Appealing by 1/4 of a Star Power unit per equipped badge.

Standard Stat-Boosting Badges
Blah, blah.  You should know all this already.

  • HP Plus (3 BP) – Increases Mario’s maximum HP by 5 per equipped badge.
  • HP Plus P (6 BP) – Increases all of Mario’s partners’ maximum HP by 5 for every badge equipped.
  • FP Plus (3 BP) – Increases maximum FP by 5 per badge.
  • Power Plus (P) (6 BP) – Increases Mario or his partner’s attack power by 1 per badge.
  • Defend Plus (P) (5 BP) – Increases Mario or his partner’s defense power by 1 per badge. Note that this has no effect on attacks that pierce defense.

Stat-Boosting Variant Badges
These are where the real badge power lies; multiple of pretty much any of these badges make Mario downright unstoppable good and fast.  Unfortunately, the pure power upgrade badges are pretty much impossible to come by in bulk.

  • All or Nothing (4 BP) – Increases Mario’s attack power by 1 per badge equipped, but hits with unsuccessful Action Commands deal no damage.
  • Damage Dodge (P) (2 BP) – Increases Mario or his partner’s defense power by 1 per badge equipped upon a successful guard.  Again, has no effect on DEF-piercing moves.
  • Jumpman (2 BP) – Increases Mario’s attack power by 1 per badge equipped, but makes him unable to use Hammer moves.
  • Hammerman (2 BP) – Increases Mario’s attack power by 1 per badge equipped, but makes him unable to use Jump moves.
  • Power Rush (P) (1 BP) – When Mario or his partner is in Danger (5 HP or less), increases attack power by 2 per badge equipped.
  • Mega Rush (P) (1 BP) – When Mario or his partner is in Peril (1 HP remaining), increases attack power by 5 per badge equipped. The effects of Power Rush stack with Mega Rush, unlike in the original Paper Mario.
  • P-Up, D-Down (P) (2 BP) – Increases the damage Mario or his partner deals and takes by 1 per badge.  Since this is applied directly to damage taken, this badge, as well as P-Down, D-Up, does have an effect on the damage taken from DEF-piercing attacks and items.
  • P-Down, D-Up (P) (2 BP) – Decreases the damage Mario or his partner deals and takes by 1 per badge.  Since this affects DEF-piercing attacks and items, wearing enough of these effectively renders Mario or his partner invulnerable to all attacks!
  • Double Pain (0 BP) – Multiplies the amount of damage Mario takes by (1 + the number of badges equipped).  Although this is normally unattainable except for Charlieton’s one copy, it is stackable, and deadly.
  • Last Stand (P) (1 BP) – When Mario or his partner is in Danger, the damage taken is divided by (1 + the number of badges equipped), then rounded up to the nearest integer.  This calculation takes effect last when guarding, so unlike in the original Paper Mario, if a move would normally do at least 1 damage with a guard and a certain number of other defense badges, no number of Last Stand badges will force that down to 0.

Restoration & Conservation Badges
These badges are all about preserving Mario’s HP and FP, largely without affecting his damage output or special skills.  However, these are almost as effective in bulk as the power badges; Flower Saver and Pretty Lucky, in particular, can all but completely mitigate the need for power or defense, when worn in sufficient numbers.

  • HP Drain (P) (1 BP) – Reduces Mario or his partner’s attack power by 1 per badge, but restores 1 HP per badge after doing an attack that deals damage.
  • FP Drain (1 BP) – Same as HP Drain, but restores FP.
  • Happy Heart (P) (2 BP) – Each badge worn has a 33% chance of restoring 1 HP to Mario or his active partner at the end of every turn.  All badges work independently of each other, but on average, wearing N badges restores ~N/3 HP per turn.
  • Happy Flower (2 BP) – Same as Happy Heart, but restores FP.
  • Pity Flower (3 BP) – Every badge worn has a 30% chance of restoring 1 FP for every hit that deals damage to Mario.
  • Flower Saver (P) (4 BP) – Reduces the FP cost of Mario’s or his partner’s moves by 1 per badge equipped.  No amount of badges will make a move cost 0 FP, however, unless it did to begin with.
  • Pretty Lucky (P) (2 BP) – Makes enemies miss Mario or his partner 10% of the time.  Additional badges stack multiplicatively, e.g. 3 badges gives Mario a (0.9)^3 = 0.729 chance of being hit, or 27.1% evasion rate.
  • Lucky Day (7 BP) – Makes enemies miss Mario 25% of the time; again, additional badges stack multiplicatively.  Interestingly enough, three Pretty Luckys have a stronger effect (27.1% evasion as opposed to 25%), so Pretty Lucky is a far better badge in bulk.
  • Close Call (P) (1 BP) – If Mario or his partner is in Danger, then enemies miss 33% of the time; additional badges stack multiplicatively.

Miscellaneous Badges
These badges don’t fit under the preceding categories, but are definitely worth mentioning; the way they work might surprise you.  Simplifier and Unsimplifier are fairly confusing to explain without going into how Star Power works, so I’ll probably be doing a post on that in the near future.

  • Ice Power (1 BP) – Does an additional 1 damage per badge worn to enemies weak to ice attacks.
  • Heart Finder (3 BP) – Makes more Hearts appear after battle (apparently a random number from 1-3 with one badge, or 1 to N+3 with N (> 1) badges).
  • Flower Finder (3 BP) – See Heart Finder, but with Flowers.
  • Item Hog (3 BP) – Makes items (and badges) 33.3% more likely to drop after battle, and if no enemies were holding items, it also gives a chance of a random weak item drop after battles (Dried Shroom, Mushroom, Honey Syrup, Fire Flower, Fright Mask, Tasty Tonic, Volt Shroom or POW Block).  Additional badges further increase drop rates with diminishing returns, asymptotically approaching 2x the normal rate.
  • Money Money (5 BP) – Makes enemies drop 2x the amount of coins after battles.  Additional badges increase the multiplier by 1x apiece.  In any case, the maximum number of coins attainable from a battle is 32.
  • Refund (1 BP) – When Mario or his partner uses an item in battle, this gives back 75% of the item’s base sell price (not buying price), rounded down.  Additional copies add 5% apiece; e.g. wearing 51 Refunds(!) and using a Life Shroom gets you 20 * (.75 + 50*.05) = 20*3.25 = 65(!!!) coins.
  • Simplifier (1 BP) – Makes the action command tier of all attacks drop by 1 (i.e. Good -> Nice, Wonderful -> Great), which makes it easier to perform, but reduces the Star Power earned.  Action command tiers cannot go lower than two steps under Nice, and 3 Simplifiers gives the maximum effect.  In addition, normal guards’ timing window expands from 8 frames (8/60 seconds) to 9 with 2 Simplifiers, or 10 with 3, and Superguards’ window expands from 3 frames to 4 with 2 Simplifiers, or 5 with 3.
  • Unsimplifier (1 BP) – Makes the action command tier of all attacks rise by 1 (i.e. Nice -> Good, Great -> Wonderful), which makes it harder to perform, but increases the Star Power earned.  Action command tiers cannot exceed Excellent, and 3 Unsimplifiers give the maximum effect.  In addition, normal guards’ timing window shortens from 8 frames (8/60 seconds) to 7 with 1 Unsimplifier, 6 with 2, and 5 with 3, and Superguards’ window shortens from 3 frames to 2(!) with 1 Unsimplifier, and 1 frame(!!!) with 2 or 3.

All other badges are both unable to be attained in multiple, and unstackable even with codes.  This concludes my series on PM: TTYD’s badges; however, I’ve still got plenty of info to share in the future, so keep posted for further posts on the subject!

If you have any questions or comments, just leave a reply to this post down below!