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What about omnipresents? I have seen peope clam in a thread before that the other charater would then become omnipresent.....rosealina vs zumus is the thread I mean it was a long time ago.
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Well errr... you'd need to see the debate it had to do with that her range would than increase as well and there for her reset attack would beable to reach zumas in other timelines even tho it normally only has universal Range...Ricsi-viragosi said:i belive we lowered them until now. or completly ingored it
that shall be, but including also cooldowns etc...Assaltwaffle said:3. Equalized for Standard Perspective: For this, we take both characters and put them down to a normal level. That would mean their battle is perfectly visible for normal humans, and that both characters could move at 7.7 m/s. This would gut most over-time attacks and give a significant buff to cooldown-using attacks. For projectiles, the projectiles would function like their normal counterpart, if they have one, and, if they don't (some ambiguous, yet faster, energy attack), then they become the same percentage speed faster than they were previously. For example, if an energy blast travels 200% of that character's combat speed, then that blast is treated as 15.4 m/s.
that depends on type of omnipresenceRRTheEndMan said:omnipresence=infinite TRAVEL speed
ah, no, 4d omnipresent is immesurable, and a 3d is infiniteJobbo said:Omnipresence > Immeasurable > Infinite.
If the character is only omnipresent across space and not time, I suppose they'd be inferior to an immeasurable, though.
That makes no sense. The only thing that should be equalized is the combatants' speed. As in their physical capabilities. Where do people get the idea that this equalization applies everywhere? It doesn't just stop applying to increase the speed of yourself via time hax.This goes for all boosts. All it does is affect the base. Not anything else.TDarkDragonMedeus said:Well, we normally equalize all categories of speed in speed equalized threads. And of course time hax is still applicable, but we usually don't including speed amps as increasing speed. However, speed based hax such as Samus running through solid objects and penetrating all the way through or Flash phasing are still applicable even if their opponents can't do those stuff.
Not really. Most of them are fine as is, since we will leave the exact method of equalization up for grabs. There is no reason to jump to this kind of major revision, especially more the more casual side of the Wiki. We'll just practice what gets put into place here moving forward and create a Speed Equalization page.Spinosaurus75DinosaurFan said:If the definition of speed equalized is going to be revised though, 90% of matches on this wiki would need to be redone/removed.
Spinosaurus75DinosaurFan said:If the definition of speed equalized is going to be revised though, 90% of matches on this wiki would need to be redone/removed.
I think we should default to equalizing combat speed only and equalizing low. I feel like this is what most people infer as the correct option anyway.DarkDragonMedeus said:It should probably be specified by the OP by what extent speed is equalized; to be fair, equalizing only certain aspects of speed attack speed can be a little complicated to comprehend. If the OP specifies it, it's fair game, but equalizing all categories of speed does seem like the most straightforward and linear answer.
I do generally prefer if only combat speed is equalized or if it's specified to which end speed gets equalized, or even better yet having speed unequalized still makes the fight more legit. But I already explained above why speed equalization is still allowed.