Jdaster64
Smash Ace
- Joined
- Feb 29, 2012
- Messages
- 668
- Location
- New Donk City
- NNID
- Jdaster64
- 3DS FC
- 4141-3026-8303
- Switch FC
- SW 7540 0069 7907
So, after exhaustively going through 1000+ pieces of equipment in my Smash 4 Wii U save (and a bit of perusing the 3DS game data), I think I've pretty much nailed down the exact ranges of stats that can be found on randomly dropped custom equipment.
So the gist is, whenever a custom piece of equipment is chosen:
Also of note, the calculations above apparently don't necessary hold for fixed-stat challenge rewards; e.g. the Hyper Smasher Brawn Badge from one of the Wii U challenges (+16 Atk, -28 Def) has worse Defense than what's normally obtainable randomly; in fact, most of the fixed-stat ones range from "meh" to impossibly bad by the random drops' rules (Moon Launcher Protection Badge being a notable exception).
So the gist is, whenever a custom piece of equipment is chosen:
- The positive stat can range from 10 to 85, inclusive. A stat of 10-30 corresponds to the weakest tier of equipment (e.g. Power Gloves), 31-60 to the middle tier (High-Power), and 61-85 to the top (Max-Power).
- The negative stat can range from 50 to 70% of the positive stat.
- If the equipment piece has a "positive" bonus effect, subtract that effect's stat modifier from the positive stat; likewise, if it has a "negative" bonus effect, subtract the absolute value of its stat modifier from the negative stat. All the bonus effects' stat modifiers are listed on the SSBWiki page (I confirmed that they line up with the in-game data, as well). For example, Risky Respawner has a value of -33, Quick Batter has a value of 26, and Critical Hitter has a whopping 58-point penalty.
- No piece of equipment will be generated that at this point would result in a positive or negative stat of less than 5.
- After all the above consideration, if the equipment piece is going to be a generic one (i.e., Brawn, Protection, Agility Badges), multiply both stats by 72%. The equipment tiers won't change from before, so normal Badges have a range of 7-21 positive points, Super Badges 22-43, and Rare Badges 43-61. Interestingly, since this calculation happens last, the amount subtracted due to positive or negative bonuses is lower, potentially leading to a better stat trade-off for the big-hitters like Vampire and Critical Hitter.
- Finally, round both stats down to the nearest integer (if necessary).
- No bonus effect: +85, -42 (+61, -30 generic)
- Risky Respawner: +85, -9 (+61, -6 generic)
- First Striker: +76, -42 (+54, -30 generic)
- Home-Run Bat: +63, -42 (+45, -30 generic)
- Quick Batter: +59, -42 (+42, -30 generic)
- Auto-Heal: +43, - 42 (+30, -30 generic)
- Vampire: +42, -42 (+30, 30 generic)
- Critical Hitter: +27, -42 (+21, -30 generic)
Also of note, the calculations above apparently don't necessary hold for fixed-stat challenge rewards; e.g. the Hyper Smasher Brawn Badge from one of the Wii U challenges (+16 Atk, -28 Def) has worse Defense than what's normally obtainable randomly; in fact, most of the fixed-stat ones range from "meh" to impossibly bad by the random drops' rules (Moon Launcher Protection Badge being a notable exception).
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