Category Archives: Super Smash Bros.

Super Smash Bros. 4 Equipment – All the RNG!

So, I was totally fed up with dealing with huge variance in Super Smash Bros. 4’s much-maligned custom equipment drops. Clearly data-mining held some answers, and in either case, I had 2000+ pieces of equipment (most from an ongoing quest to get a Critical Hitter Brawn Badge from Smash Wii U’s Crazy Orders) to back my findings.  And for the most point, I pretty much got what I was looking for; here’s the process the game uses to generate random equipment, as far as I can tell:

  • A positive stat value is determined from 10 to 85. Based on this number, the item is given a tier ranging from 1-7 (see the table below for details).
  • A negative stat value is determined, which ranges from 50 to 70% of the positive stat’s value.
  • If the equipment has a helpful (“positive”) bonus effect, subtract its effect’s stat modifier (see the table below for these values) from the previously generated positive stat; likewise, if it has a harmful (“negative”) effect, subtract its effect’s stat modifier from the previously generated negative stat.
  • After these calculations, any equipment generated will not have either stat with a value below 5.
  • “Generic” badges (Brawn, Protection, Agility) have both stats multiplied by 0.72.
  • Both stats are rounded down, if necessary.

Additionally, the sell price of equipment is pretty simply calculable by the following formula: (1.0p - 0.6n + 1.1pb - 0.4nb) * t, with the variables representing the following quantities:

  • p = Positive stat
  • n = Negative stat
  • pb = Positive stat modifier, if equipment has a positive bonus effect
  • nb = Negative stat modifier, if equipment has a negative bonus effect
  • t = Price multiplier based on item’s tier (see table below)

Here’s a table determining what tiers correspond to what ranges of stats:

Tier Positive Range* Negative Range* Price Multiplier Equipment Class
1 10 – 20 5 – 14 0.36 Normal
2 21 – 30 10 – 21 0.58 Normal
3 31 – 40 15 – 28 0.97 Super
4 41 – 50 20 – 35 1.22 Super
5 51 – 60 25 – 42 1.35 Super
6 61 – 70 30 – 49 1.44 Rare
7 71 – 85 35 – 59 1.71 Rare

* Before applying effects’ stat modifiers or “generic badge” modifier.

As an aside, the fact that the sell price formula uses the final stats, but the sell price tier of the original positive value before any modification, means that two generic badges on the Tier 4-5 or 5-6 boundary can have the same stats, but differing sell prices. For example, two Super Brawn Badges with (+36, -20) that started out as (+50, -28) and (+51, -28) would sell for 29G and 32G, respectively.

Finally, here’s a table of all of the bonus effects and their associated stat modifiers (negative / red ones signify negative effects, but the modifiers should be considered as positive values). For reference, I’ve also included the best possible stats for generic and non-generic badges with the highest positive stat for each effect:

Effect Name Stat Modifier Best Non-Generic Best Generic
Sprinter 25 +60, -42 +43, -30
Stroller -30 +85, -12 +61, -8
Glider 25 +60, -42 +43, -30
Antiglide -38 +85, -5 +61, -3
Leaper 34 +51, -42 +36, -30
Antileap -36 +85, -6 +61, -4
Speed Skater 34 +51, -42 +36, -30
Hi-Jump 27 +58, -42 +41, -30
Lo-Jump -35 +85, -7 +61, -5
Double-Jump Boost 34 +51, -42 +36, -30
Double-Jump Drag -43 +85, -5 +61, -3
Thistle Jump 19 +66, -42 +47, -30
Anchor Jump -43 +85, -5 +61, -3
Speed Walker 12 +73, -42 +52, -30
Meanderer -8 +85, -34 +61, -24
Lingering Edge 10 +75, -42 +54, -30
Hasty Edge -5 +85, -37 +61, -26
Gluey Edge 27 +58, -42 +41, -30
Tough Edge -32 +85, -10 +61, -7
Hard Braker 5 +80, -42 +57, -30
Perfect-Shield Helper 40 +45, -42 +32, -30
Imperfect Shield -35 +85, -7 +61, -5
Shield Regenerator 21 +64, -42 +46, -30
Shield Degenerator -22 +85, -20 +61, -14
Air Defender 27 +58, -42 +41, -30
Air Piñata -38 +85, -5 +61, -3
Nimble Dodger 22 +63, -42 +45, -30
Dodgy Dodger -33 +85, -9 +61, -6
Smooth Lander 33 +52, -42 +37, -30
Crash Lander -36 +85, -6 +61, -4
Quick Smasher 28 +57, -42 +41, -30
Hyper Smasher 29 +56, -42 +40, -30
Air Attacker 15 +70, -42 +50, -30
Air Scrapper -35 +85, -7 +61, -5
Meteor Master 40 +45, -42 +32, -30
Desperate Attacker 27 +58, -42 +41, -30
Desperate Defender 18 +67, -42 +48, -30
Desperate Speedster 20 +65, -42 +46, -30
Desperate Specialist 33 +52, -42 +37, -30
Desperate Immortal 36 +49, -42 +35, -30
Unharmed Attacker 24 +61, -42 +43, -30
Unharmed Speedster 8 +77, -42 +55, -30
Unharmed Speed Demon 26 +59, -42 +42, -30
Trade-off Attacker 16 +69, -42 +49, -30
Trade-off Defender 25 +60, -42 +43, -30
Trade-off Speedster 21 +64, -42 +46, -30
All-around Trade-off 27 +58, -42 +41, -30
Moon Launcher 29 +56, -42 +40, -30
Vampire 43 +42, -42 +30, -30
No-Flinch Smasher 30 +55, -42 +39, -30
Critical Hitter 58 +27, -42 +19, -30
Insult to Injury 25 +60, -42 +43, -30
First Striker 9 +76, -42 +54, -30
Countdown 23 +62, -42 +44, -30
Speed Crasher 27 +58, -42 +41, -30
Shield Exploder 30 +55, -42 +39, -30
Shield Healer 33 +52, -42 +37, -30
Shield Reflector 15 +70, -42 +50, -30
Escape Artist 18 +67, -42 +48, -30
Item Hurler 40 +45, -42 +32, -30
Item Lobber -21 +85, -21 +61, -15
Item Hitter 35 +50, -42 +36, -30
Item Pitcher 15 +70, -42 +50, -30
Item Shooter 33 +52, -42 +37, -30
Quick Batter 26 +59, -42 +42, -30
Star Rod 12 +73, -42 +52, -30
Lip’s Stick 11 +74, -42 +53, -30
Super Scope 14 +71, -42 +51, -30
Ray Gun 14 +71, -42 +51, -30
Fire Flower 6 +79, -42 +56, -30
Beam Sword 12 +73, -42 +52, -30
Home-Run Bat 22 +63, -42 +45, -30
Bob-omb 12 +73, -42 +52, -30
Mr. Saturn 4 +81, -42 +58, -30
Food Lover 17 +68, -42 +48, -30
Picky Eater -7 +85, -35 +61, -25
Crouch Healer 30 +55, -42 +39, -30
Caloric Attacker 26 +59, -42 +42, -30
Caloric Speedster 16 +69, -42 +49, -30
Caloric Defender 16 +69, -42 +49, -30
Caloric Powerhouse 27 +58, -42 +41, -30
KO Healer 22 +63, -42 +45, -30
Caloric Immortal 32 +53, -42 +38, -30
Auto-Healer 42 +43, -42 +30, -30
Smash Ball Attractor 16 +69, -42 +49, -30
Pity Final Smasher 5 +80, -42 +57, -30
Smash Ball Clinger 6 +79, -42 +56, -30
Super Final Smasher 20 +65, -42 +46, -30
Final Smash Healer 16 +69, -42 +49, -30
Double Final Smasher 23 +62, -42 +44, -30
Sudden Death Gambler 16 +69, -42 +49, -30
Safe Respawner 28 +57, -42 +41, -30
Risky Respawner -33 +85, -9 +61, -6

As a side note, the stats of equipment obtained from challenges and such are fixed, and do not necessarily follow the same rules as random drops. Notably, the Critical Hitter Brawn Badge received as a reward for getting 300 KO’s in Super Smash Bros. 3DS has +7 Attack, -40 Defense, which is impossibly bad for a random generic Critical Hitter equipment (the negative range for +7 Attack would normally range from -24 to -34 Defense). So that’s a bit of a pain.

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Smash Run – Not Kirby Air Ride 2, but meh, close enough.

So I’ve been playing a bunch of Super Smash Bros. for 3DS’s single player recently, for the first time in a while, and naturally I’ve been doing some data-mining. In light of that, here’s a list of all of the Smash Run enemies’ stat drops.

The types of patch dropped are based on a weighted distribution unique to each enemy type. By default, normal stats have a weight of 10; stats in the “stat strengths” section have a weight of 100 instead, and if All is in the section, it has a weight of 10 rather than the default of 0.  The “stat points” is the approximate range of the total worth of the patches dropped (with All counting only for how many points it grants to a single stat, not all six); individual patches come in fixed size increments, worth 3, 10, 30, 100, or 200 points. After the halfway point of a run, this amount is cut in half for all enemies (except Souflees and Clubberskulls, which always drop max-sized stat boosts).

Name Series Patches Stat Pts1 Stat Strengths
Goomba Mario 3 15 – 20 Speed Attack Arms
Shy Guy Mario 3 15 – 20 Speed JumpSpecialDefense2
Bullet Bill Mario 3 15 – 20 Jump Attack Arms
Spike Top Mario 3 15 – 20 Speed Attack Defense
Koopa Mario 3 45 – 60 Speed Jump Attack Arms
Flame Chomp Mario 5 45 – 60 Jump Special Arms
Hammer Bro Mario 5 60 – 80  Jump Special Arms
Lakitu Mario 5 60 – 80  JumpArms
Spiny Mario 0 0  No Stats
Magikoopa Mario 5 100 – 125  JumpSpecial Arms
Banzai Bill Mario 7 90 – 120 Jump Attack Defense
Grand Goomba Mario 7 90 – 120 Speed AttackDefense
Tikibuzz Donkey Kong 3 15 – 20 Jump Attack Arms
Kritter Donkey Kong 5 60 – 80 Speed Attack Arms
Octorok Zelda 3 15 – 20 Speed Special Arms
Bubble Zelda 5 35 – 70 Jump Attack Special Defense
Peahat Zelda 5 45 – 60 Jump Attack Special Defense
Redead Zelda 5 60 – 80 Speed Attack Special Defense
Stalfos Zelda 5 90 – 120 Speed Attack Defense
Geemer Metroid 3 15 – 20 Speed Attack
Reo Metroid 5 30 – 40 Jump Attack Defense
Kihunter Metroid 3 45 – 60 Jump Attack Special Arms
Waddle Dee Kirby 3 15 – 20 Speed Jump Arms
Bronto Burt Kirby 3 15 – 20 Jump Attack Arms
Tac Kirby 3 15 – 20 Speed Jump Attack Special Arms
Waddle Doo Kirby 3 30 – 40 Speed Special Arms
Plasma Wisp Kirby 3 30 – 40  Jump Special Arms
Gordo Kirby 0 0  No Stats
Shotzo Kirby 0 0  No Stats
Petilil Pokémon 3 15 – 20 Speed Special Arms
Gastly Pokémon 3 20 – 25 Jump Attack Defense
Koffing Pokémon 3 20 – 25 Jump Special Arms
Cryogonal Pokémon 3 30 – 40 Jump Special Arms
Chandelure Pokémon 5 45 – 60 Jump Special Arms
Starman EarthBound 5 60 – 80 Special Arms
Monoeye Kid Icarus 3 15 – 20 Jump Special Arms
Nutski Kid Icarus 3 15 – 20 Jump Special Arms
Bumpety Bomb Kid Icarus 5 30 – 40 Speed Special Defense
Daphne Kid Icarus 3 30 – 40 Jump Special Arms
Lethinium Kid Icarus 3 30 – 40 Special Defense
Mahva Kid Icarus 5 30 – 40 Jump Defense
Zuree Kid Icarus 5 40 – 50 Jump Attack Defense
Flage Kid Icarus 5 40 – 50 Jump Attack Defense
Skuttler Kid Icarus 5 45 – 60 Speed Attack Arms
Skuttler Cannoneer Kid Icarus 5 45 – 60 Speed Special Arms
Skuttler Mage Kid Icarus 5 100 – 125 Speed Special Arms Defense
Ghost Find Mii 3 15 – 20 Jump Arms
Eggrobo Sonic 5 30 – 40 Jump Special Arms
Met Mega Man 3 15 – 20 Special Defense
Pooka Namco 5 45 – 60 Speed Jump Attack Defense
Bacura Namco 0 0   No Stats
Mite Smash Bros. 1 10 Speed Jump Attack Arms
Glunder Smash Bros. 3 15 – 20 Speed Special Defense
Glice Smash Bros. 3 45 – 60 Speed Special Defense
Glire Smash Bros. 3 60 – 80 Speed Special Defense
Roturret Smash Bros. 7 75 – 100 Special Defense
Chain Chomp Mario 7 150 – 200 Speed Attack Defense All
Darknut Zelda 7 450 – 600 Speed Attack Defense All
Metroid Metroid 5 150 – 200 Jump Attack Defense All
Bonkers Kirby 7 450 – 600 Speed Attack Special Arms Defense All
Devil Car EarthBound 7 300 – 400 Speed Attack Defense All
Polar Bear Ice Climber 7 300 – 400 Speed Jump Special Arms Defense All
Megonta Kid Icarus 5 150 – 200 Speed Attack Special Defense All
Boom Stomper Kid Icarus 7 225 – 300 Speed Attack Defense
Reaper Kid Icarus 7 300 – 400 Speed Attack Arms Defense All
Mimicutie Kid Icarus 7 300 – 400 Speed Attack Defense All
Lurchthorn Kid Icarus 3 150 – 200 Jump Special Arms All
Clubberskull Kid Icarus 3 MAX Speed Attack Defense
Bulborb Pikmin 7 375 – 500 Speed Attack Defense All
Fly Guy Yoshi’s Island 0 0  No Stats
Souflee Kid Icarus 1 MAX Speed Jump Attack Special Arms Defense
Glint Beetle Pikmin 0 0  No Stats
Sneaky Spirit Rhythm Heaven 3 36 All3
Poppant Smash Bros. 0 0  No Stats
Orne Kid Icarus 0 0  No Stats
Bill Blaster Mario 5 ???4 Speed Jump Attack Special Arms Defense
Generator Smash Bros. 5 ???4 Speed Jump Attack Special Arms Defense


Footnotes:
1. In-game data stat range. In practice, stats can vary a little bit outside of this range; for instance, enemies with a “15 – 20” range can drop either 16 or 23 points’ worth of patches.
2. Only the color matching the color of the Shy Guy has a value of 100.
3. Sneaky Spirits only give All patches.
4. In practice, this stat range is all over the place and doesn’t match up with the game values at all; I’ve seen them drop from as low as 50 to over 150.