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.

Kart/Character Stats, MKWii Edition

Prior to my work on this, and pretty much still now, Ark42’s Mario Kart Wii stat guide has been the go-to source for MKW stats.  While I appreciate how soon his guide went up after the game came out, I can only assume he measured the bars shown on the kart select screen, which aren’t particularly accurate, and used some inconsistent rounding to get the “values out of 80” in the guide.  In short, they’re pretty inaccurate; in particular, the Drift values on the kart select screen are all over the map compared to the karts’ actual stats; the Dolphin Dasher has a better-than-average Drift stat, despite what the game’s bars would suggest.  Furthermore, his guide’s values for character bonuses are considerably more varied than those in the actual game; in particular, Funky Kong’s speed bonus is a fair amount more than Large Mii’s or Rosalina’s.  However, the game data actually contains some pretty easily crackable tables of attributes for both the characters and the karts, and like Mario Kart DS, it includes a handful of other stats that aren’t shown in the game.

Conveniently enough, the Top Speed, Off-Road, Mini-Turbo, and Weight values for karts are all based on twenty different, pretty much equally spaced values, so I decided to adapt a twenty-point system for the other stats, as well.  The characters’ stat bonuses are always in one of two distinct tiers (three for Weight), but the effectiveness varies a lot by the stat; a weak boost in Acceleration is worth a mere 0.6 kart points, but a weak boost in Mini-Turbo is worth a whopping 3.0 kart points!  As such, the bars on the kart selection screen clearly don’t accurately reflect the worth of the bonuses.

Here’s a table of the stats, with vehicles arranged by weight class and by “build”, or the general distribution of stats compared to the average.  Note that the Miis’ actual stats aren’t what are listed in the table, likely due to some coding error; Large Mii actually has Medium Mii’s stats, Medium Mii has Small Mii’s, and Small Mii has Rosalina’s, for whatever reason.

Image

A brief description of the stats and builds:

  • Weight Class (WC): Small, Medium, or Large; this dictates the kart’s rough weight and which characters are able to drive it.
  • Vehicle Type (VT): Kart or Bike. Only karts are able to do double (red) mini-turbos, and only bikes are able to do wheelies. There’s a significant difference in playstyle between them, and each have a large following in pro circles.
  • Build: A catchy name I came up with that describes the stats of the vehicle at a glance. More on this further on.
  • Drift Type (DT): The new, “Inward”-drifting bikes take turns much more sharply than “Outward”-drifting vehicles.
  • Weight (WT): Controls the physics of bouncing, tricks, and bumping into other vehicles.
  • Speed (SP): Dictates the maximum speed your vehicle can reach.
  • Turn Speed (TS): A completely hidden stat that determines how much speed you lose while turning without drifting.
  • Acceleration (AC): Determines how fast your vehicle gets up to speed. I graded it on a basis of going from 0-60kph (top speeds in kph are listed below).
  • Handling (HN): How quickly your vehicle turns without drifting.
  • Drift (DR): How sharply your vehicle turns while drifting and holding into the turn.
  • Off-Road (OR): A higher stat makes you lose less speed while off-road.
  • Mini-Turbo (MT): Controls how long your speed boost lasts while getting a Mini-Turbo from a drift. This does not affect the boost you get from a standstill Mini-Turbo in any way.

Builds:

  • All-around: As the name suggests, All-around vehicles have balanced stats. These vehicles include all of the standard karts/bikes, as well as the Piranha Prowler. Similar stat classes are the Off-Roaders and the Drifters.
  • Charger: These vehicles have the highest acceleration, and good increases in handling and drift. In exchange, they lose a good amount of speed and turn speed. The Slow class is fairly similar.
  • Slow: These vehicles have massive reductions in speed and poorer drift than average, but have greatly raised stats in everything else. The Charger class is similar to this, and this is pretty much the opposite of the Mach and Fast classes.
  • Off-Roader: These vehicles are fairly average in most stats, but have a much higher off-road stat than usual. In exchange, the drift and mini-turbo stats are slightly lower than average. The Drifter class is an almost direct opposite of this class.
  • Drifter: This class comprises only two vehicles, but they share the distinction of having greatly increased Drift and Mini-Turbo, in exchange for slightly lower off-road and other stats.
  • Mach: Widely regarded as one of the best classes, these vehicles have greatly increased Speed, Drift, and Mini-Turbo, but sizable reductions in everything else.
  • Fast: These power-packed vehicles are designed only for speed, at the cost of six- or seven- point reductions in everything but acceleration. Although the Jet Bubble’s speed is clearly sub-par, it made the list because it has all the characteristic downsides of a Fast vehicle (just without the super speed).

Finally, here’s a table summing up the actual stat values for some stats based on the 20-point system (with weak/strong bonuses at the bottom):

  • Speed: Measured in kilometers per hour, these are the exact top speeds that correspond to the stats in the charts above.  Ranges from 75-86 kph for karts alone.
  • Acceleration: The approximate time, in seconds, it takes a kart to accelerate from 0 to 60kph; ranges from 4 seconds to just under 1 second for karts alone.
  • Offroad Multipliers: How much of your top speed you retain while driving over various terrains. In addition, you can only get Mini-Turbos off-road if this value is .5500 or higher for the type of terrain you’re driving on.
    Offroad 1 – Thick offroad areas, such as the pink snow in DK Summit, dark sand in Desert Hills, etc. Ranges from 0.185 to 0.400 for karts alone.
    Offroad 2 – Most standard offroad areas, including practically all grass. You can still drift in this terrain with a total Offroad stat of 14 or higher. Ranges from 0.325 to 0.675 for karts alone.
    Offroad 3 – Shy Guy Beach’s water, and the rocks on the sides of Grumble Volcano, Moonview Highway, and Koopa Cape. Ranges from 0.550 to 0.875 for karts alone; a strong bonus can push the max up to nearly 0.900.
    Offroad 4 – Just used in Sherbet Land, everywhere excepting the cave. DS Desert Hills is not offroad, contrary to popular belief. Ranges from 0.881 to 0.989 for karts alone, and a strong bonus can get it up to an even 1.000.
  • Mini-Turbo: The duration of a blue Mini-Turbo boost, in sixtieths of a second; ranges from 1/4 to 2/3 of a second for karts alone. Red mini-turbo boosts always last exactly three times as long as blue ones.

Turn Speed, Handling and Drift aren’t on the chart since the values I got weren’t too exact, and Weight’s, understandably, pretty difficult to quantify.

Stat SP AC OR1 OR2 OR3 OR4 MT
1 75.00 4.00 .1850 .3250 .5500 .8810 15
2 75.53 3.71 .1963 .3434 .5671 .8866 16
3 76.06 3.43 .2076 .3618 .5842 .8921 18
4 76.59 3.17 .2189 .3802 .6013 .8977 19
5 77.12 2.94 .2302 .3986 .6184 .9032 20
6 77.65 2.72 .2415 .4170 .6355 .9088 22
7 78.18 2.52 .2528 .4354 .6526 .9144 23
8 78.71 2.33 .2641 .4538 .6697 .9199 24
9 79.24 2.16 .2754 .4722 .6868 .9255 26
10 79.77 2.00 .2867 .4906 .7039 .9310 27
11 80.30 1.85 .2980 .5090 .7210 .9366 28
12 80.83 1.71 .3093 .5274 .7381 .9422 29
13 81.36 1.58 .3206 .5458 .7552 .9477 31
14 81.89 1.46 .3319 .5642 .7723 .9533 32
15 82.42 1.35 .3432 .5826 .7894 .9588 33
16 82.95 1.25 .3545 .6010 .8065 .9644 35
17 83.48 1.16 .3658 .6194 .8236 .9700 36
18 84.01 1.07 .3771 .6378 .8407 .9755 37
19 84.54 0.99 .3884 .6562 .8578 .9811 39
20 85.07 0.92 .3997 .6746 .8749 .9866 40
Weak +0.53 -5% +.0171 +.0184 +.0113 +.0064 +4
Strong +1.06 -10% +.0342 +.0368 +.0226 +.0128 +8

For further reading on these stats, you can check out my FAQ on the subject on GameFAQs; it also has a lot of useful notes on item probabilities, which were also taken directly from the game data.  There’s even charts for probabilities of CPU-controlled karts getting items; you might be surprised at some of the differences (for instance, they can never get triple red shells).

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!

Bowser’s Inside Story Equipment details…

What the title says.  At any rate, some terms to make clear before explaining everything.  If an effect rounds “down”, everything after the decimal point is cut off; if “up”, it’s the same as down, but adding 1 if the decimal was non-0; if “5/4”, standard nearest rounding is used (0.5 or more rounds up, less rounds down).  If equipment stacks “additively”, then their modifiers are added together if worn together; e.g. +20% and +30% additively stacked = 50% increase.  If it stacks “multiplicatively”, though, the modifiers are multiplied by each other; e.g. +20% and +30% multiplicatively stacked = (1.20)*(1.30)=1.56 = 56% increase.

Note in particular that all purely stat-boosting gear stacks multiplicatively with other such gear, as well as equipment that increases base stats by set amounts. For example, 120 base POW + D-Star Wear (80 POW) + DX POW Gloves (x1.2) + DX POW Boots (x1.2) = (120 + 80)*1.2*1.2 = 288 POW.

Sell prices included for completeness; if the equipment can be bought, its base price is always four times as much, rounded to the nearest multiple of 5.

Equipment Name Equipment Effect Sell Price
Thin Wear +5 DEF 1
Picnic Wear +15 DEF 7
Leisure Wear +30 DEF 50
Fighter Wear +5 POW, 25 DEF 37
Heart Wear +10 Max HP, 80 DEF 450
Brawny Wear +10 POW, 45 DEF 300
Grown-Up Wear +50 DEF, 10 SPEED, 10 STACHE 275
Koopa Wear +40 DEF 125
Hero Wear +60 DEF 375
Balm Wear +90 DEF 500
Muscle Wear +20 POW, 65 DEF 450
Master Wear +20 Max SP, 140 DEF, special attack power x1.25 (Does not stack with other special attack boosts) 1
King Wear +100 DEF 625
Star Wear +20 Max HP, 10 Max SP, 120 DEF 750
D-Star Wear +80 POW 1
A-OK Wear +30 Max HP, 10 Max SP, 20 POW, 150 DEF, 20 SPEED & 20 STACHE, Cures status ailments 5000
Rental Wear No effect (not used in-game) 1
HP Socks x1.2 Max HP 75
Deluxe HP Socks x1.3 Max HP 500
SP Socks x1.2 Max SP 125
DX SP Socks x1.3 Max SP 750
Hustle Socks Lets you flee battles without losing coins. 75
Coin Socks 1.5x coins from enemies if the wearer takes no damage. 250
Starched Socks x1.1 DEF 62
Gumption Socks Revives you at 1/2 of max HP after 1 turn if KO’ed, can take effect multiple times in a battle. 2500
Bro Socks Doubles the wearer’s DEF if holding a fallen bro. 1
Gall Socks Makes enemies 50% more likely to attack the wearer. 12
Rugged Socks x1.2 DEF 300
EXP Socks 1.3x EXP from enemies for the wearer if he takes no damage. 375
No-touch Socks Nullifies all status ailments. 100
Nurse Socks Restores 4 HP per turn. 100
Doctor Socks Restores 10 HP per turn. 1000
Special Socks Restores 1 SP per turn. 150
Surprising Socks Restores 3 SP per turn. 1500
Guardian Socks Restores 8 HP and 2 SP per turn. 2500
POW Gloves x1.1 POW 100
DX POW Gloves x1.2 POW 3750
Mushroom Gloves Randomly uses Mushrooms before you move on occasion. 1000
Special Gloves x1.15 Special attack power (does not stack with Master Wear) 1250
Heavy Gloves x1.2 Hammer attack power 125
Delicious Gloves Doubles item restoration amounts, including 1-up Mushrooms. 500
Flower Gloves x1.2 Fire Flower attack power (Does stack additively with Master Wear, etc.) 200
Bye-Bye Gloves Gives the wearer’s hammer a chance of OHKO’ing an enemy. 625
Softener Gloves Presumably due to a coding error, the wearer’s hammer has a chance of RAISING enemy DEF by 25%. 250
Item Gloves Hammering a foe may make it drop an item; you can do this multiple times per enemy. 150
Siphon Gloves Makes hammer attacks restore a tenth of the wearer’s max SP. 1
Dent Gloves Hammer First Strikes may KO foes. 1250
POW Boots x1.1 POW 200
DX POW Boots x1.2 POW 5000
Tip-Top Boots Gives you an extra 30% POW while at max HP. 750
Special Boots x1.1 special attack power (does not stack w/Master Wear) 750
Heavy Boots x1.2 Solo jump attack power 150
Daredevil Boots x2 POW, but KO’ed in one hit; Big Shell and such do not work with these equipped. 500
Shell Boots x1.2 Green Shell attack power (stacks additively w/Master Wear, etc.) 150
Dizzy Boots Jump attacks may inflict “Dizzy” status. 375
Shroob Boots Jump attacks might cut enemy POW in half. 500
Coin Boots Stomping an enemy may produce coins; can be used multiple times per enemy. 250
Siphon Boots Every jump attack restores 5% of your max HP. 250
Big Stomp Boots Jump first strikes do 30% more damage. 750
Happy Charm Makes Lucky attacks 50% more common. 125
Luck Charm Makes Lucky attacks twice as common. 500
Thrift Charm 60% SP cost for a random special attack, rounded 5/4. 250
Budget Charm 70% SP for special attacks, rounded 5/4. 375
Tight Belt 50% SP for special attacks, rounded 5/4. 2500
Advice Patch Raises a suggested special attack’s power by 30%, Does stack additively with Master Wear, etc. 1
Luxury Patch Raises SP attacks’ attack power by 20% and cost by 50%, rounded 5/4. Does not stack with Master Wear, et al.; the most powerful form takes precedence. 500
Heroic Patch Raises SP attacks’ attack power by 30% and cost by 100%, see above. 750
Small Shell Nullifies damage once per battle. Does not work with Daredevil Boots. 500
Big Shell Nullifies damage three times per battle. Does not work with Daredevil Boots. 1750
Giant Shell Nullifies any damage that would do less than 20% of your max HP’s worth of damage. 750
KO Shell Nullifies damage while the wearer has “Super Strike” status. 1000
Gold Ring No effect. 200
Gold Crown No effect. 250
Lazy Scarf Triples DEF if HP is below 25% of its max. 375
Mushroom Stone Makes foes only drop Mushrooms. Unlike Mushwin Pants of Superstar Saga, does not guarantee a Mushroom drop. 250
POW Mush Jam Gives POW-Up status (+20%) after eating any type of Mushroom. 1000
DEF Mush Jam Gives DEF-Up status (+30%) after eating any type of Mushroom. 200
Treasure Specs Doubles enemies’ item drop rate. 750
Vengeance Cape Every hit taken increases POW by 5%, to a maximum of 30%. 625
Challenge Medal Gives you 50% more coins from enemies, but in exchange, increases their HP and DEF by 50%, and their POW by 150%. 1
Shabby Shell +20 DEF 7
Special Shell +40 DEF 50
Safety Shell +60 DEF 100
Judge Shell +75 DEF 200
Rock Shell +90 DEF 250
Armored Shell +130 DEF 400
Rampage Shell +20 POW, 100 DEF 350
Dream Shell +220 DEF 600
Wicked Shell +30 POW, 180 DEF 1125
Ironclad Shell +300 DEF 1
Block Ring x1.3 DEF 1
King Shell +20 Max SP, 20 POW, 260 DEF, x1.3 punch attack power, does not stack with like effects. 1
Power Band x1.1 POW 250
Power Band + x1.2 POW 2500
Minion Band Restores 2 SP per turn. 500
Minion Band SP Restores 4 SP per turn. 2500
Iron Fist Band x1.2 punch attack power, does not stack with like effects. 100
Vampire Band Every punch attack restores 8% of max HP. 500
Stamina Band Gives POW-Up status (+15%) after eating any type of Drumstick. 1250
Hunter Band Each enemy KO’d raises POW by 10%, to a max of 30%. 625
Lucky Band Doubles the chance of getting a Lucky attack. 50
Block Band x1.2 DEF 1
Fury Band x2.4 POW when furious, rather than the normal x2. 1
Power Fangs x1.1 POW 500
Power Fangs X x1.2 POW 5000
Special Fangs x1.2 Max SP 250
Special Fangs X x1.4 Max SP 1250
Red-hot Fangs x1.2 flame attack power 125
Burning Fangs Doubles the chance of flames causing Burn status 375
Fury Fangs Raises Fury chance by either 50% or 150%, description is vague. 500
Bone Fangs Gives DEF-Up status (+30%) after eating any type of Drumstick. 1
Intruder Fangs Allows you to choose two actions every turn. 1
Block Fangs x1.2 DEF 1
Flashy Fangs Nothing 1000
Cheap Ring Cuts a random special attack’s SP cost by 30% every turn, rounded 5/4. 150
Economy Ring Cuts all SP costs by 50%, rounded 5/4. 2500
Heroic Ring Doubles SP cost, and raises SP attack power 30%. 750
Glutton Ring Lets you eat two drumsticks at once. 375
Excellent Ring Every Excellent attack will restore 10% of your max SP. 500
Drumstick Ring Randomly uses a drumstick from your inventory before your turn. 250
Peace Ring Restores 15 HP per turn. 500
Fill-up Ring Restores 4 SP per turn.  Overrules Minion Bands, for whatever reason. 750
Restore Ring Restores 10 HP and 3 SP per turn, does stack with Minion Bands. 1250
Fast Cash Ring Doubles coin drops from foes KO’ed in the field. 200
Treasure Ring Doubles Item drop rate. 1
Safety Ring x1.2 Max HP 250
Hard Ring x1.2 DEF 100
Rental Shell No effect, not used in-game. 1

Finally, I’ll go over how the Bros. Badges work, and how much it takes to fill those bars.

First of all, every attack restores the same number of units regardless of what rank the Bros. receive on a move, so long as it’s at least as good as the badge Luigi has equipped; however, if a bro misses a command short of an “Excellent” while wearing the Excellent!! Badge, his side of the bar will empty (if all possible enemies are killed before reaching “Excellent”, the bar will not empty, though).  Also of note, Excellent!! bars always fill up just as fast as Excellent!, no faster.  The amounts each attack fills the bar are as follows:

  • Solo Jump, Hammer commands – 20 units
  • Green Shell, Fire Flower – 25 units
  • Yoo Hoo Cannon, Snack Basket, Magic Window – 35 units
  • Koopa Spring, Super Bouncer, Mighty Meteor, Spin Pipe, Falling Star – 45 units

Mushroom Badge – Restores the Bros.’ HP.

  • Good Badge: Restores 20% of max HP, 240 units
  • Great Badge: Restores 30% of max HP, 180 units
  • Excellent! Badge: Restores half of max HP and cures status ailments, 160 units
  • Excellent!! Badge: Restores all HP and cures status ailments, 160 units

Powerful Badge – Gives the Bros. “Super Strike” status, making their next attack much more potent.

  • Good Badge: Makes the next attack ~20% (3/16) stronger, 220 units
  • Great Badge: Makes the next attack 50% stronger, 160 units
  • Excellent! Badge: Makes the next attack twice as strong, 140 units
  • Excellent!! Badge: Makes the next attack four times as strong, 140 units

Bonus Badge – Increases the after-battle rewards for defeating enemies.

  • Good Badge: x1.2 coins, 220 units
  • Great Badge: x1.4 coins, 160 units
  • Excellent! Badge: x1.6 coins & x1.2 EXP, 140 units
  • Excellent!! Badge: x2.0 coins & x1.5 EXP, 140 units

Bro Badge – Restores the Bros.’ SP.

  • Good Badge: Restores 20% of max SP, 260 units
  • Great Badge: Restores 30% of max SP, 200 units
  • Excellent! Badge: Restores 50% of max SP, 180 units
  • Excellent!! Badge: Restores all SP, 180 units

This pretty much wraps up the important info for Bowser’s Inside Story; I may do some short posts on it in the future, however.

The Inside Story on M+L 3’s enemy stats + damage calculation.

Since it was requested a while back in response to one of my older posts, I’m going to share some pretty much complete information on what goes into Bowser’s Inside Story’s damage calculations.

As it turns out, the basic formula’s pretty simple, and identical to that of Partners in Time:

Damage Dealt = (Attacker POW)*(Attacker Level)/(Defender DEF) * (Attack Constant).
(Incidentally, Lucky and Critical hits are both worth 1.5x a normal attack.)

Thus, unlike in Superstar Saga, an level-2 Mario with a ton of Power Beans still can’t attack worth anything on late-game bosses, due to the inherently low multiplier from his level. Furthermore, power effectively follows a quadratic formula, which when offset by a linear defense increase, results in a roughly linear increase in power against enemies at your level (whereas you’ll much more rapidly gain an edge on weaker enemies).

At any rate, this formula doesn’t mean squat without knowing what Attack Constants are (at least roughly), and without knowing what the enemy stats are (It’s surprising how many correct stat sheets are out in the aether, but I haven’t seen one that lists enemy levels).

Here’s a quick comparison and overview of the players’ Attack Constants.

Mario & Luigi’s Attacks

Again unlike in Superstar Saga, neither bro has any advantage over the other in base effectiveness of moves, i.e. they’re exactly the same strength given identical POW and level. Here are the values of the common attacks:

Jump Hammer
No Good 0.50 0.60
OK 1.00 1.12-1.47
Good 1.00 + 0.60 1.50-1.68
Great 1.00 + 0.80 1.70-1.88
Excellent 1.00 + 1.10 2.12-2.20
Counterattack 1.10 1.00
First Strike 0.50 0.50

Thus, Hammer attacks have a slight edge on attack power overall, but are a bit more variable, and considerably harder to max.  The special attacks have more varied and convoluted means of calculation for their Attack Constants, so I’ll describe them below.  It’s important to note that some of these are based on Mario’s attack power, and some on Luigi’s, so I’ll note which is used for each attack (M = Mario, L = Luigi, M/L = Separate or Average, you figure it out).

  • Green Shell – 0.375 per hit, M/L, max of 10 hits. Pretty straightforward, a fair increase in power from a standard attack.
  • Fire Flower – 0.066 per hit, M/L. Kind of hard to estimate without knowing how fast a button masher you are. Has that all-important elemental aspect, of course.
  • Jump Helmet – Hoo boy. First of all, if you hit just the last command, it’s worth 2.875, and if you mess that up, it’s 0.30 (Missing the spring entirely gives you a big fat 0, of course).  Beyond that, every perfectly centered bounce adds an additional 0.586; hitting off-center will add only 60% of that, and hitting the edge will add a mere 40%.  Regardless of AC, Mario’s power is what’s used.
  • Yoo Who Cannon – 0.76 for hit, 0.25 for flub, M/L.  Around three jumps’ worth of damage if executed properly.
  • Super Bouncer – 0.92 with B, 0.30 without.  Max of eight hits, topping the possible total at slightly above YWC’s.  This one uses the user’s power, although strangely enough only Luigi can get Lucky hits with it (thanks, avengah!)
  • Spin Pipe – 1.10 with button, 0.35 elsewise, M/L, eight hits max.  Another slight step up in damage, but otherwise, it’s again pretty much the same.
  • Snack Basket – Hoooo boy.  This one’s effectively calculated in three parts:
    • First of all, the initial multiplier is determined by how many of the twenty snacks are grabbed; 8-13 nets you 0.50, 14-17 gives you 0.75, and 18+, 1.00.
    • Next, that value’s multiplied by another multiplier determined by how many times you hit “A” in the button-mashing segment; this value is (1 + 3/64*presses).
    • Finally, how high Luigi is when you press “B” dictates the third multiplier; 0.8 for a failure, up to 2.0 at the top (slightly higher if you can press it just before he starts floating).

    Thus, if you press the “A” button 48 times in the window, catch all the snacks, and press the button at the top, you’ll get a multiplier of 1*(1 + 48/64)*2 = 3.5.  I don’t know if that’s reasonable, again, since button-mashing’s hard to estimate.  In any case, this is the only move that uses only Luigi’s multiplier.

  • Mighty Meteor – 1.20 for a hit, 1.40 for the first flash, 1.60 for the second; M/L, maximum of 5.  Thus, this doesn’t have as much power as the Spin Pipe, but you do get a good item for your efforts, and it can inflict the POW-Down status, cutting away a fourth of the target’s POW for a while.
  • Magic Window – 0.54 per successful hit, 0.18 for a flub, M/L.  If they hit together, it counts as a 0.54 (0.18)-M and 0.54 (0.18)-L hit added together.
  • Falling Star – 4.00 for the initial star hit, 3.20 for each cluster of eight, and 0.344 for any strays left over, all averaged between Mario and Luigi.  That first hit can be pretty devastating with a “Super Strike” active, and the attack can cause DEF-Down, reducing enemy DEF by a sixth.

Bowser’s Attacks

Bowser’s attack constants are roughly on the same scale as the Bros.’, but the game adds 8 to his actual level for damage calculation purposes.  Here are the ones for his standard attacks:

Punch Fire
No Good 1.00 0.30
OK 1.45-1.66 0.60
Good 1.67-1.80 OK + 0.30
Great 1.81-1.91 Good + 0.20
Excellent 2.20 Great + 0.20+0.10
Counterattack 1.00
First Strike 0.55 0.55

It’s evident that punches are quite a bit more powerful, so it really comes down to how many enemies there are to hit, and whether the Burn / Critical effects might be useful.  And here are his specials’ Attack Constants:

  • Goomba Storm – 0.27 per burning Goomba, 0.06 per normal, 20 hits total.  This maxes out at a little over twice a normal punch’s power.
  • Shy Guy Squad – Kind of hard to pin down, as there’s no good way to tell the theoretical maximum.  A “Good” will get roughly 3.2+, a “Great”, 4.0+, and an “Excellent”, 5.1+, though.
  • Koopa Corps – 0.23 per hit.  Again, estimating the maximum’s kind of hard, but it’s probably at least 20 hits.
  • Bob-omb Blitz – 1.00 per hit, 6 maximum.  Slightly more damage than Goomba Storm, considerably easier, can inflict Dizzy, and the damage can be distributed as you see fit.
  • Magikoopa Mob – 0.32 for perfect aim, 0.10 for a non-perfect, 24 hits maximum. Maxes out at ~7.6.
  • Broggy Bonker – An “Excellent” scores 1.20+2.00+1.20+(0.33*15), for a grand total of a whopping 9.20.  A “Great” gets a mere 1.20+1.20, and “OK”/”Good” a pathetic 1.20.

Also, this isn’t really useful information, but in the final battle (no spoilers), Bowser’s punch at the end has an AC of 2.50/3.50 for the first three hits, and 6.00 for the last.

As for enemy Attack Constants, most attacks have 1.5-2.5, with 2.0 being the value for a great majority; some powerful single-hit attacks can get up to 3 or 4, and multi-hits can get down to 1.0 or so.

With all that out there, here’s a link to an spreadsheet containing all of Bowser’s Inside Story’s enemy stats:
Bowser’s Inside Story Stats

(Unlike the previous games, I don’t think the Japanese version’s stats are any different.)

This wraps up damage calculation in Bowser’s Inside Story, but be sure to stay tuned for an overview of the equipment of the game in the near future, putting to rest some perpetuated rumors, clearing up some stuff the game didn’t bother to tell you or just plain got WRONG in the descriptions.