Hey everyone, I wanted to address a few inaccuracies in this video viewers and TTYD experts have pointed out to me: The main thing is regarding 4:50. It seems OZKR misremembered or happened to get lucky as kiss thief does NOT guarantee a badge drop in the overworld if you have 200 badges. I should have made it more clear that this was speculation rather than a fact, especially since it’s not true. I’ve also received a lot of comments asking how the game actually handles the RNG calculation in regards to the 1 in 25 billion chance and honestly that was beyond the scope of this video. My main goal was to explain the absurdity of stacking things using badge duplication. I do not have the ability or knowledge to check this myself, but I will ask around to get an answer for you guys. I’ll edit this comment once I have one! Another thing is that I used outdated badge drop table information. I naively assumed the drop tables were updated when the remake was added to the remake. It seems that most badges are more likely to be held, and there are a wider range of enemies that can drop many badges. I mostly used these drop odds to contextualize badge duplication, so it isn’t load bearing information but I figured I’d point out that it’s wrong. Also apparently close call is a 33% chance for evasion, not a 25% chance. That information is easy to find but I was fully convinced in my head that it was 25% for some reason, haha. Don’t be cocky like me and double check your work. This video was made on a relatively tight schedule because it was sandwiched between 2 trips and it was topical so I wanted to get it out. This video still accurately describes how to duplicate badges and all interactions covered while stacking badges are also accurate! My apologies if these inaccuracies hinder the video for you, I’ll make sure to work harder to confirm information in the future. There’s a small community for this game and information can be hard to come by. Thanks for taking the time to watch the video and read this!
Yeah sorry guys, Ozkr here. I got the badge from kiss thief 4 out of 4 times after a battle and assumed it was 100% guaranteed back when I first found out. I was extra lucky but sorry for the misinformation 😅
@@BringlesCan An additional correction that I feel needs to be brought up is that, when dropping badges for the duplication, the 3 limit applies to each individual badge, not all badges. I've been doing things on a Pre-Hooktail Pit save where I've had enough coins to fully buy out the shop minus Pity Flower (I sold Pity Flower to the shop because it's more useful to sell it for coins than equipped for use) before Chapter 5, and I noticed that not only did I get multiple copies of the badge I wanted to dupe (in this case, Power Jump), but I also received a dupe of the badge the enemy dropped (in this case, Pretty Lucky). On further testing, on a dropped FP Drain, I tried duping the FP Drain in addition to Hammerman, Jumpman, and Close Call. Lo and behold, when I check the shop, all my dupes were there. I also want to note that, in an empty enough shop, you can do 4 badges (1 on sale, 3 in the box). In the instance above, I duped a 4th FP Drain, and not only was there 1 copy on sale, but there were also 3 copies in the box; if a 3 limit were applied, there would only be 2 copies in the box and 1 on the shelf. With consideration of the badge you drop at the end of a dupe session, that means you could get 4 dupes on 4 different badges with a fully empty shop. I will be clear, I haven't been paying the most attention (v tired today), so I could be wrong on this due to miscounting. I'll try and record this interaction when I next get the time, but that may not be until next week. TL;DR, the "3 dupe limit" on badges only applies to each individual badge, not as a whole (certain). An emptied shop may have a 4 dupe limit if the duped badge gets a copy on the shelf (needs testing not done by tired me). I would also implore others to test to replicate my findings.
I recently did this exploit, and have also found that you can dupe 3 unique badges up to 3 times each. I didn't think it would work until I checked the badge shop.
This seems like a really fun way to become super overpowered when you’re messing around in the postgame. I hope they don’t patch it, the method seems obscure enough to where most people wouldn’t run into it and it would be fine left as is
I kinda doubt it tbh, it's not exactly game breaking, is something you HAVE to grind for (to max out your Badges) and should only reasonably done in the lategame when you have enough money and or BP Like, the average player is never gonna come across this
One scenario that I'd imagine they were trying to prevent (there may be others like it) is somebody dropping the "useless" L Emblem badge to make room for a new badge, and only realizing later that this makes the "I wanna meet Luigi!" trouble completely impossible to finish.
On a similar note, if you beat Atomic Boo and Lucky Start falls in the statue hole, it appears in the shop. Seems the shop is the general failsafe for badges.
The scientific notation said "e-11", whoch simply means add 11 zeros (including the leading zero befor the decimal point), then put the digits shown in the expression. The "e-11" stands for times 10^-11
@@garrettkelly8312 The only attacks I can think of are Chapter 2 Vivian's Fiery Jinx, Marilyn's lightning, the Shadow Queen's hand attack where she pulls you beneath the floor, and Bonetail's bite.
@@sirwaddleton7328I don't remember exactly what she says, but it's something along the lines of "You don't have enough room for this badge? How rude. I'll leave the badge here (in front of the badge shop) so you can pick it up later when you have room."
1:36 HEY THATS ME!! I’M Ozkr! (Another way to spell “Oscar”lol)Thanks for the shoutout! I went ALL out doing 100% as soon as the game came out. Trying to get strong badges again from enemies and I end up maxing out 200, then I went to the badge store to sell useless badges but I end up seeing the badges I threw out on sell again, then that’s when I started to test it out more and found out that’s how you can duplicate badges!
Just clone a bunch of Last Stands to divide the damage by 1+the number you have. I think they round down, as well, so 99 of them should mean you're invincible. (And if the minimum is 1, then you can just block to make it 0).
How to duplicate badges in pm64: A super complex process that's so complicated, it took 20 years to discover How to duplicate badges in the ttyd remake: "Let's go gambling!"
If I had a nickel for every time a nintendo game had a major glitch related to reapplying stat boosts from badges, I'd have two nickels, which isn't a lot but it's weird it happened twice.
17:24 - fun fact, the highest CHARGED attack possible from an enemy is (spoilers): Prince Mush's flying kicks. If you get him into the "fiery fighting spirit" phase while he's at +3 charge, you can use Vivian's Veil to have him charge again (+6). He'll then deal an attack that hits for 140 points total (five consecutive kicks at 30, 29, 28, 27, and 26 damage respectively). Using your same formula, this would give us a damage output of 28,539 for Mush if it weren't capped.
If Mush is already charged once, he's guaranteed to charge again right away if you use Veil. It's like the fact that you'd even try to evade his attack angers him, so he punishes you two-fold haha
Unlikely. After the SO abuse allegations and the pandemic, he posted in his Patreon Discord server about not having any plans to come back because of social anxiety and personal health concerns. I’ll leave the situations outside of his specific words to others to think about themselves, but I’d say it’s not worth waiting for someone who has gone on-record saying they probably won’t return to content creation
Knowing how long and complicated badge duplication was in the first game, I hope it isn't like that in this one. Considering it's only 25 minutes it should be better
Badge duping is actually incredibly fast and easy in Paper Mario 64 if you only want to dupe one specific badge. The badge that drops from the tree puzzle in flower fields(center, right, left trees) doesn't despawn if you leave the room but the puzzle also resets if you leave and re-enter the room so you can just keep hitting the trees to get infinite of a badge.
The 1 in 25 billion math is correct in theory, but in practice it will depend a lot on how the game determines hits and misses internally. Like whether it’s using floating-point arithmetic and with what precision. If it isn’t, it might be rounded to 0 or to something like 1/65536.
Ah, the illusion of continuity. Yes, at a certain level, there probably no longer exists a frame on which Mario gets hit, or maybe there is always one where it gets hit and so it never goes below 1/number of seeds.
@@jkid1134 in the original, it would calculate each badge’s dodge probability one at a time, so if you stacked 52 close calls you would always dodge because the PRNG’s cycle didn’t have any runs of 52 values that could all hit through a close call.
@@JacksonBockus I wish more videos like these that analyzed probabilities took the PRNG cycle into consideration, it's much more interesting to see what outcomes are actually possible rather than naively multiplying 500 times and saying "1 in bahzrillion chance"
Also, depending on how the game calculates chance of getting hit, it might just truncate to 0 since I don’t think floats are precise out to the E-11 range lmao
Just redid Budge Duplication process and it still works after v1.0.1 patch👌🏼 But I say still don’t update it, don’t know if there are other undiscovered skips, bugs, glitches or exploits in v1.0.0, unless you really want the patch changes.
Note that it is possible to become completely evasive at least in the original Thousand Year Door, as computers aren't truly random so there's only so many random values it's going to produce, and it's going to produce them in a specific order. The net result is that 52 Close Calls will make you invincible, as there's no string of 52 RNG values that will get through it. The same principle is probably true in the remake, but the exact number is probably different. Note that I got this info from jdaster64 on his article titled "The Trick Is To Not Get Hit - Evasion Badges in TTYD" on his blog, which I would highly recommend for a bunch of obscure Paper Mario info. Speaking of info from that blog, the Flower Finder information in this video is actually incorrect for the Switch version, as Dark Paratroopas now have their correct drop table (it was originally a copy of the Dark Paragloomba instead), which are the same as the Shady Paratroopas, so you can farm Flower Finders from them in the Pit if you are so inclined for some reason. Another important thing is that drop rates are better in the Switch version because every enemy can potentially drop something, not just the front one, though it does check front-to-back. This both gooses your odds (almost multiplying it by the amount of enemies in battle, but not quite) and also makes it so some drops from enemies stuck in the back are possible to get. You could now get a Flower Saver from an Amayzee Dayzee near the bottom of the Pit, for example. It also can heavily boost the odds of badges stuck on very specific enemies; Flower Finder would only have 2 chances of dropping in one Pit trip with the old drop logic, but it now has up to 6.
On my first playthrough of the PM2 remake, I got extremely lucky on a run through the Pit of 100 Trials and got two Wizerds with Power Plusses. And I had just recruited Miss Mowz (or however she is spelled in English).
You missed an opportunity to mention P-Down D-Up! Stacking 25 of those for 50 BP lets you get 25 defense, then you can use 49 power rushes to end with a respectable +73 attack as danger Mario. Since no attack is stronger than 25 damage, it’s not a matter of chance: you’re really invincible!
@@eDoc2020I think P Down/Up D Up/Down badges get around defence piercing but I’d have to double check; basically they can’t really increase damage as defence as a stat calculation doesn’t work with negative numbers. You can try this by using soft stomp on an enemy with no defence and you won’t actually deal more damage to them, so the effects of those badges have to play outside those normal rules. As for poison, you could put on feeling fine and not have to worry about that, or HP drain to counterbalance the HP loss.
This is a neat glitch. Hopefully it doesn't get patched out. To be honest though, I'm not sure how easy it would be to patch it out, so who knows if they will or not lol.
Like they did with Zelda TotK’s item duplications, they probably will. But just like that game, it’s completely pointless to do in a single player game, especially when the glitch doesn’t affect normal gameplay or hinder the player in any way. You have to actually try to do them, so it’s just a little fun thing players can do if they choose to, but nobody would ever do it on accident. Seems like a waste of resources to take the time to fix it.
@@maroonkennedy6213manbabies being so pointlessly possessive over nothing will never not be hilarious 😂 It’s like a monkey keeping someone’s keys because… it can.
@@Novarcharesk Why is this comment so aggressive? Are you saying that people who want to keep glitches are manbabies? I don't even understand where this is coming from.
It’s funny that you made this video actually because I did the duplication! See, I maxed out my badges and went into the pit hoping I could get another drop, but didn’t. Then, I just remembered from your video that there is a Boo that drops a Money Money badge, so I duplicated from that badge! Funnily enough, after I went back to the shop, I engaged in a battle in rogueport sewer with another badge drop immediately afterwards. So, I go to try this out twice conservatively and that was cool!
Hi! Just so you know, scientific notation is very easy to read. An "e" of a negative number means that many zeroes before, and a positive number is that many zeroes after. IE: 3e4 would be 30000 and 3e-4 would be 0.0003
Hey, Bringle! One ***BIG*** addendum I'd like to add to this, if you haven't discovered it already! You said you can only get three badges at a time with this exploit, but that is not true in the slightest. You can only get three COPIES of a particular badge at a time!! But you can get near INFINITE badges total!! If you want to, you can drop every single badge in your inventory three times each, and they will ALL show up in the shop! THREE Power Pluses, THREE Power Plus Ps, THREE All-or-Nothings, etc. etc. etc... All done from a single badge pickup in the overworld! The limit of three only exists because the badge shop cannot store more than three copies of a particular badge at once. So you'd have to buy them and perform the glitch again if you want more than three duplicates of something. But you can still get three dupes of any badge in your inventory, all at once! Have fun with that information :D
Hearing the math about the dodge chances was really fascinating And this glitch is pretty cool too, might give me something to do in my completed file (or in my current, Danger Mario file)
FYI, Kiss Thief can still badges from an enemy's hold table even if the enemy is not actually holding an item. It's much faster to just spam Kiss Thief at an enemy than to reset the encounter until it's holding something. I got five Mega Rush Ps in the original TTYD within a bit over an hour using this method.
Another thing about the intended use of the badge shop mechanic, if a badge becomes unattainable, like if somehow the drop from defeating Atomic Boo falls down the hole in the room, you can get it back, despite it becoming physically unattainable.
Dear Bringle, please never stop making videos. I love your vids so much and I get those Stryder7x vibes that I have missed for such a long time. You're awesome
Tip For People Who Need Badges By Enemies: Huge groups have a better badge spawn rate. Go into Rogueport Sewers and get quick badges by turning into a Boat on Sublevel Two and heading to where the three Shine Sprites are. Spanias and Spunias have a chance of holding Pretty Lucky and Pretty Lucky P. They spawn in huge groups of four and five. It mostly only takes a few minutes to get a badge to appear by the longest. Sometimes even less because there’s four groups of Spanias and one Spunia! If you don’t see one, just run away and if you go through all five groups without seeing one, run away and exit the room and enter back in immediately to reset the Chance. The only issue is the badge dropping but it should be quick to grab one if you are lucky! 😊😊😊😊😊😊😊😊
Pity Flower and Happy Heart got me 80% of the through a poorly thought out prehooktail pit challenge well that and getting super lucky because i got a Power Rush badge off a koopa troopa in Hooktail castle
@@Ange1R78 I'm not saying I'd actually do it but the _ability_ to do this has some value. If half your inventory is dead space why not make it usable dead space?
It's actually a 1 in 100 millions chance for 64 close calls (assuming the percentage shown is correct) since 1% would be a 1 in 100 chance. Same mistake with the calculation for 99 close calls
HOLY FUCKING SHIT, THIS CHANGES EVERYTHING! What an amazing deep dive that this world clearly needed in slick video production form. Honestly, I hope this is the future of online content.
I like the Stryder style approach with the insane numbers, feels nostalgic. Like this video could be titled "This badge can protect Mario for 3,448 years"
18:07 - I was able to create a "Luigi wins by doing absolutely nothing" video by equipping Double Pain x4, Return Postage, P-Down, D-Up, Zap Tap, and--most importantly of all--L Emblem. I did nothing but appeal with full Star Power…Rawk Hawk hurt himself for over 40 damage in three turns, collapsing before initiating the second phase where he jumps up onto the stage girder 😆 ruclips.net/video/ldzbD9MJgeE/видео.htmlsi=LswbGKNcaNjJ3Oku
I'm pretty sure I've duplicated far more than 3 badges at a time after picking up a badge - if you're duplicating the same badge repeatedly, the shop wont hold all of them at the same time, but if you leave the badge shop and get into a battle, finish it, and come back to the badge shop, the stock will refresh and will continue to restock duplicate badges until it runs out of its stock (based on however many you 'dropped')
12:53 We did it, not only can we take Mario in peril with "infinite" power rush and mega rush to deal an incredible amount of damage, we can also make him invincible during that state
According to the Mario Wiki, you are correct. Assuming that it's 33%, you can Chet Rippo your HP down to 5 and be practically invincible AND constantly in "Danger" for a mere 12-13 BP. That's literally less BP than it takes to equip 2 Lucky Day badges.
9:46 The evasion rate for Close Call is 33%, not 25%. Other than that, math checks out. EDIT: Unless Close Call was nerfed in the remake, which if so, I'm not aware of. 33% is at the very least the percentage for the original GC version
22:30 Also, Danger Mario becomes Harder once you reach Level 72 as You are Forced to Upgrade your HP which is why I wish an Option to Increase Mario's Defense upon Level Up was Available.
Also, Mario Wiki's drop tables are a bit inaccurate. For instance, the chance for an X-Naut PhD to drop a Flower Finder badge is 2/364 (1/182), not 2/300 like it lists. They also don't take into account that random drops in general are only a CHANCE to happen (without Item Hog, a 1/4 chance normally and a 1/5 chance in the Pit of 100 Trials), so it's in reality even less.
Can’t believe I was lucky enough to get a second Jumpman badge on my first time through the pit in the remake. This should make getting more a lot easier lol
Nice, I'm gonna use this for charge. It' pretty much a worthless badge after your first shoe upgrade, and it's super time consuming to farm them. There's finally a practical use for it
Suscribiendome, hasta el final me di cuenta que es un video en español 😮, eso no es normal en esta calidad de analisis musical de videojuegos OMG!!! Felicidades
4:57 - Sadly, this isn't true. Kiss Thief will not guarantee a badge drop if you already have 200 in your inventory. I tested this out myself and have footage as proof if you're interested, Bringle! I tried stealing a Power Plus from a Dark Wizzerd in the Pit of 100 Trials and got a coin, but the enemy did not drop the badge after battle
Can confirm. I tried this myself on two different enemies with a full badge inventory and kiss thief only gave me a coin with no drop after the battle, even if i used the move multiple times. I think the person just happened to get lucky and thought that kiss thief was the reason the badge dropped.
Sorry. Ozkr here, I got the badge with kiss thief 4 out of 4 times and thought it would be 100% guaranteed. Keep trying! It will work eventually, hope you guys get it soon!
21:10 ice power actually increases your jump attack power by 1 on fire enemies so the ice power badge is more than just an ability. I havent tested it in game but i would assume equipping 2 ice power badges would therefore increase your jump attack by 2
I feel like this is a glitch that actually might not get patched out. Seems weird considering modern Nintendo standards but it really seems like not fully a glitch and rather just abuse of the way the game is intended to work. Like, it's definitely not fully functioning as intended since it thinks you dropped 3 separate copies of a badge instead of the same one three times, but other than that, it's working as intended. And it's also already been nearly a month since this was discovered and it hasn't been patched yet. I wouldn't be surprised if they leave this alone since it's so close to how they want it to work
Yeah, the only actual _mistake_ is that the Howz adds dropped badges to its inventory on *drop* instead of on *despawn*. And the amount of effort you need to go to to exploit this little mistake means that approximately nobody is going to do this by accident. (And even if they did, it's not going to do anything bad.)
@@realkingtoast They have insanely inconsistent rules on patching. They patched all the item duping out of TotK, but that one infinitely light material you're not supposed to be able to break off the elevator? Over a year later, and they still don't care. Build all the flying machines you want, you just can't use the one-minute-gliders we programed for flying.
@@Wendy_O._Koopa They figure no one is going to immediately get to the elevator rails to use them since they're (usually) in what the game considers a "late-game" area, meanwhile the Wings are given to you immediately in the tutorial. And they're not going to fix the Rails' properties because they need them to be light to function as the Elevator's rails, because it would would be too much work to replace them all as a single object given orientation, angle, etc. So it's two (or more) parts for easier implementation. About the one thing they did patch about the Rail, is the Rail's inability to be destroyed by certain enemies, like Lynels and Gleeoks, which before the patch would perpetually break Lynel AI (They would constantly Roar to rid of Autobuild copies) and that auto build copies would not persist if broken from their initial glue point (IE You can't get an Autobuild Rail with an Apple, and break the Apple off to get a Rail on its own. Now it will vanish) I can see them patch this badge glitch.
@@Aerafuz eh it depends. Patching this glitch is theoretically very easy (just do an ID and room check before sending a second copy of the same badge to the shop), but there's always the edge case of someone actually grinding out a second identical badge in the same room in normal gameplay, which would mean they might create what's realistically a worse glitch out of it.
14:48 The calculation for time required for getting hit is actually different. If you took 25 billion turns, with a 1/25 billion chance to be hit, you’d only have a 0.6321 probability of being hit: (1-(1-1/25bil)^25bil). There’s no guarantee that you will get hit in any specific amount of turns. However if you wanted to know the amount of time until you’d have a 99.99% chance of being hit, it is 4.4*ln(0.01)/ln(1-1/25bil) seconds, which is 16,063 YEARS.
I'm pretty sure I got around the pay full price thing by simply buying out the badge shop so there are no badges left meaning they have to put anything I duplicated to be put out front instead of in the cardboard box on the side.
Fun fact about math and percentages: if something has a 1/X chance of occurring, if it happens X times, then it still has a 36-37% chance to not happen. This scales infinitely. If you have a 1/25,000,000,000 chance of being hit, and are attacked 25,000,000,000 times, you essentially only had a 2/3 chance to actually be hit. If you want to be 95% sure to be hit, you need to get attacked ~78 billion times
The Switch is itself just a more complicated calculator, so it's possible that the evasion odds are subject to similar limitations to what you encountered when trying to calculate it with the Google calculator. Since you're never intended to stack this many evasion badges, it wouldn't surprise me if the devs used a data type to store evasion likelihood that can't go as small as the value you arrived at, making the odds of getting hit literally 0%. It just depends on how they actually implemented the evasion formula.
I don't know how to check, but with how I know random number generators work, there may be a chance that due to rounding or the limits of the generator, it might not even be able to ever get that 1 in 25 billion chance ever, like, at all. Which would be just that last bit of assurance. Though on the flip end, it could also cause the likelihood of that chance being rolled to be a lot higher than 1 in 25 billion, so who knows
I would be very surprised if Nintendo was using a PRNG function that couldn't land a 1-in-25 billion chance. Both the typical floating point variable allocation (a "double") and the standard Mersenne Twister PRNG method have more than enough precision to hit 1-in-25 billion odds. We know for a fact Nintendo has used the Mersenne Twister in other games, and there wouldn't be a compelling reason to cast the result as a float on the Switch.
12:51 Sure, people don't often _win_ million-to-one rolls, but damn I've seen a lot lose rolls with similar chances. We just need to find a way to make this the starting condition in some TTYD Remake category and I'm _sure_ dozens will get nuked by a goomba just starting out and even give it some ominous nickname.
Hey everyone, I wanted to address a few inaccuracies in this video viewers and TTYD experts have pointed out to me:
The main thing is regarding 4:50. It seems OZKR misremembered or happened to get lucky as kiss thief does NOT guarantee a badge drop in the overworld if you have 200 badges. I should have made it more clear that this was speculation rather than a fact, especially since it’s not true.
I’ve also received a lot of comments asking how the game actually handles the RNG calculation in regards to the 1 in 25 billion chance and honestly that was beyond the scope of this video. My main goal was to explain the absurdity of stacking things using badge duplication. I do not have the ability or knowledge to check this myself, but I will ask around to get an answer for you guys. I’ll edit this comment once I have one!
Another thing is that I used outdated badge drop table information. I naively assumed the drop tables were updated when the remake was added to the remake. It seems that most badges are more likely to be held, and there are a wider range of enemies that can drop many badges. I mostly used these drop odds to contextualize badge duplication, so it isn’t load bearing information but I figured I’d point out that it’s wrong.
Also apparently close call is a 33% chance for evasion, not a 25% chance. That information is easy to find but I was fully convinced in my head that it was 25% for some reason, haha. Don’t be cocky like me and double check your work.
This video was made on a relatively tight schedule because it was sandwiched between 2 trips and it was topical so I wanted to get it out. This video still accurately describes how to duplicate badges and all interactions covered while stacking badges are also accurate! My apologies if these inaccuracies hinder the video for you, I’ll make sure to work harder to confirm information in the future. There’s a small community for this game and information can be hard to come by. Thanks for taking the time to watch the video and read this!
cool
Yeah sorry guys, Ozkr here. I got the badge from kiss thief 4 out of 4 times after a battle and assumed it was 100% guaranteed back when I first found out. I was extra lucky but sorry for the misinformation 😅
No worries! 4 out of 4 times is insanely lucky and I would definitely assume it was guaranteed also lol
@@BringlesCan An additional correction that I feel needs to be brought up is that, when dropping badges for the duplication, the 3 limit applies to each individual badge, not all badges.
I've been doing things on a Pre-Hooktail Pit save where I've had enough coins to fully buy out the shop minus Pity Flower (I sold Pity Flower to the shop because it's more useful to sell it for coins than equipped for use) before Chapter 5, and I noticed that not only did I get multiple copies of the badge I wanted to dupe (in this case, Power Jump), but I also received a dupe of the badge the enemy dropped (in this case, Pretty Lucky).
On further testing, on a dropped FP Drain, I tried duping the FP Drain in addition to Hammerman, Jumpman, and Close Call. Lo and behold, when I check the shop, all my dupes were there.
I also want to note that, in an empty enough shop, you can do 4 badges (1 on sale, 3 in the box). In the instance above, I duped a 4th FP Drain, and not only was there 1 copy on sale, but there were also 3 copies in the box; if a 3 limit were applied, there would only be 2 copies in the box and 1 on the shelf. With consideration of the badge you drop at the end of a dupe session, that means you could get 4 dupes on 4 different badges with a fully empty shop. I will be clear, I haven't been paying the most attention (v tired today), so I could be wrong on this due to miscounting.
I'll try and record this interaction when I next get the time, but that may not be until next week.
TL;DR, the "3 dupe limit" on badges only applies to each individual badge, not as a whole (certain). An emptied shop may have a 4 dupe limit if the duped badge gets a copy on the shelf (needs testing not done by tired me). I would also implore others to test to replicate my findings.
I recently did this exploit, and have also found that you can dupe 3 unique badges up to 3 times each. I didn't think it would work until I checked the badge shop.
12:51 Imagine you hit a one in one million chance and it's not the lottery, but Mario getting hit in the funny videogame.
its not like that would "use up" your luck for the lottery though.
that's actually one in 100 million
That's about as lucky as I will ever be in anything.😂😩
Crits in pokemon be like
This seems like a really fun way to become super overpowered when you’re messing around in the postgame. I hope they don’t patch it, the method seems obscure enough to where most people wouldn’t run into it and it would be fine left as is
You have not seen Nintendo’s stupid glitch policy
why would they fix a glitch in a game without multiplayer or online
@@cheeki420oh buddy, you've never heard of Totk
They will fix it
I kinda doubt it tbh, it's not exactly game breaking, is something you HAVE to grind for (to max out your Badges) and should only reasonably done in the lategame when you have enough money and or BP
Like, the average player is never gonna come across this
One scenario that I'd imagine they were trying to prevent (there may be others like it) is somebody dropping the "useless" L Emblem badge to make room for a new badge, and only realizing later that this makes the "I wanna meet Luigi!" trouble completely impossible to finish.
On a similar note, if you beat Atomic Boo and Lucky Start falls in the statue hole, it appears in the shop.
Seems the shop is the general failsafe for badges.
The scientific notation said "e-11", whoch simply means add 11 zeros (including the leading zero befor the decimal point), then put the digits shown in the expression. The "e-11" stands for times 10^-11
Yeah but the essay had a word count requirement
@@theidioticadventurers8469 I can only assume this is dumbed down for kids.
@@justa9560 probably dumbed down for himself because who uses scientific notation even in school lol
Challenge runs with enough Double Pains for Mario to always be one-shot would make a Superguard focused run really interesting.
It would be an interesting challenge, but I believe a few bosses have attacks that can't be super guarded no matter what you do
@@garrettkelly8312 The only attacks I can think of are Chapter 2 Vivian's Fiery Jinx, Marilyn's lightning, the Shadow Queen's hand attack where she pulls you beneath the floor, and Bonetail's bite.
Ms. Mouz has unique dialogue if you complete her trouble with a full badge inventory
Thats pretty cool, was it also in the original?
Do you know what she says?
@@eichelwurst2929 I'm not sure if it was in the original
@@sirwaddleton7328I don't remember exactly what she says, but it's something along the lines of "You don't have enough room for this badge? How rude. I'll leave the badge here (in front of the badge shop) so you can pick it up later when you have room."
@@milesdoblosky1619 ah yes, not being able to hold something is oh so rude.
1:36 HEY THATS ME!! I’M Ozkr! (Another way to spell “Oscar”lol)Thanks for the shoutout! I went ALL out doing 100% as soon as the game came out. Trying to get strong badges again from enemies and I end up maxing out 200, then I went to the badge store to sell useless badges but I end up seeing the badges I threw out on sell again, then that’s when I started to test it out more and found out that’s how you can duplicate badges!
This is what brings people together, more than online games, glitches
bringles people togeher
@@darthpotatozqtTake my like and leave.
@@darthpotatozqt i hate myself for laughing louder than i should be
10 Close Calls gets you to 94.4% evasion chance, and 16 gets you to a 99% evasion chance.
17 and the Curse box can't land his curse on you
@@SongokuJidai18 and Mario avoids everyone who ever tries to touch him. He can never be hugged or kissed again.
23 and mario evades the floor and phases through it
@@enderallygolem 25 and mario learns what the backrooms are
29 and Mario evades existence itself
tfw the Bringler starts bringling
Bringle brings the Bringling
getting my stryder insane number fix with a bringle video, the world is perfect
The Thousand-Year damage odds.
Pfft XD
Correction but flower finder now drops from dark paratroopas in the pit, a lot of drop tables in the mario wiki are outdated
Knowing my luck in this game, even with Mario having a 1 in a million chance of getting hit, he’d get hit by a red Whacka Bump and die
“The odds of that are millions to one!”
@@bobthebuilder9509cougars in missions…
Even with bad luck getting hit is highly unlikely.
Just clone a bunch of Last Stands to divide the damage by 1+the number you have. I think they round down, as well, so 99 of them should mean you're invincible. (And if the minimum is 1, then you can just block to make it 0).
@@GamerOverThere I can see someone watches DarkViperAU. Nice.
How to duplicate badges in pm64: A super complex process that's so complicated, it took 20 years to discover
How to duplicate badges in the ttyd remake: "Let's go gambling!"
**Buzzer**
Aw Dang it!
@@MahNamJeff
**Buzzer**
Aw Dang It!
@@egg6932
**Buzzer**
Aw Dang It!
@@Victini7472
**Buzzer**
Aw Dang It!
@@slayer-asp-6670
*buzzer*
Aw Dang it!
-"But can it crash Paper Mario?"
-Some dark Shy Guy, who likes to bake cakes and hitting blocks 419 times
Still miss him....
@@LaCazaLP don't we all?
If I had a nickel for every time a nintendo game had a major glitch related to reapplying stat boosts from badges, I'd have two nickels, which isn't a lot but it's weird it happened twice.
phineas and ferb reference 🗿
What’s the second game?
@@user-qv1bu3eq8e badge boost glitch from Pokémon Red and Blue
@@user-qv1bu3eq8e The Gen 1 Pokémon games. JRose11's solo runs use that a lot, especially if he's using an underpowered 'mon.
the badge boost glitch!
Remember, everyone - *_Turn off auto-update!!!_*
You might not ever be able to do this glitch if your Switch automatically updates your game!
15:00 “Evading Spanias for 3448 years is perfectly acceptable.”
17:24 - fun fact, the highest CHARGED attack possible from an enemy is (spoilers):
Prince Mush's flying kicks. If you get him into the "fiery fighting spirit" phase while he's at +3 charge, you can use Vivian's Veil to have him charge again (+6). He'll then deal an attack that hits for 140 points total (five consecutive kicks at 30, 29, 28, 27, and 26 damage respectively). Using your same formula, this would give us a damage output of 28,539 for Mush if it weren't capped.
so WAIT, he charges up once if you don't Veil, but TWICE if you DO???? this mushroom terrifies me even more now
If Mush is already charged once, he's guaranteed to charge again right away if you use Veil. It's like the fact that you'd even try to evade his attack angers him, so he punishes you two-fold haha
calling 2^200 times the highest uncharged attack undefined makes me cry
Good to see you again :)
@@ThaneGaming he sees you try to evade and goes "okay, smart-ass, *I'll wait.* "
Stryder7x mentioned!! One day our king will hopefully return to us.
One can only hope... 😔
Unlikely. After the SO abuse allegations and the pandemic, he posted in his Patreon Discord server about not having any plans to come back because of social anxiety and personal health concerns. I’ll leave the situations outside of his specific words to others to think about themselves, but I’d say it’s not worth waiting for someone who has gone on-record saying they probably won’t return to content creation
Knowing how long and complicated badge duplication was in the first game, I hope it isn't like that in this one. Considering it's only 25 minutes it should be better
Man, that ended being some can perfectly happen by accident
To think that in the first game it was literally just an extremely elaborate infinite coins glitch
Badge duping is actually incredibly fast and easy in Paper Mario 64 if you only want to dupe one specific badge. The badge that drops from the tree puzzle in flower fields(center, right, left trees) doesn't despawn if you leave the room but the puzzle also resets if you leave and re-enter the room so you can just keep hitting the trees to get infinite of a badge.
The 1 in 25 billion math is correct in theory, but in practice it will depend a lot on how the game determines hits and misses internally. Like whether it’s using floating-point arithmetic and with what precision. If it isn’t, it might be rounded to 0 or to something like 1/65536.
Ah, the illusion of continuity. Yes, at a certain level, there probably no longer exists a frame on which Mario gets hit, or maybe there is always one where it gets hit and so it never goes below 1/number of seeds.
Has anybody done any testing? Because they easily could have capped it at a 1/255 chance or even some arbitrary number with no significance.
@@jkid1134 in the original, it would calculate each badge’s dodge probability one at a time, so if you stacked 52 close calls you would always dodge because the PRNG’s cycle didn’t have any runs of 52 values that could all hit through a close call.
@@JacksonBockus I wish more videos like these that analyzed probabilities took the PRNG cycle into consideration, it's much more interesting to see what outcomes are actually possible rather than naively multiplying 500 times and saying "1 in bahzrillion chance"
Also, depending on how the game calculates chance of getting hit, it might just truncate to 0 since I don’t think floats are precise out to the E-11 range lmao
Just redid Budge Duplication process and it still works after v1.0.1 patch👌🏼
But I say still don’t update it, don’t know if there are other undiscovered skips, bugs, glitches or exploits in v1.0.0, unless you really want the patch changes.
Note that it is possible to become completely evasive at least in the original Thousand Year Door, as computers aren't truly random so there's only so many random values it's going to produce, and it's going to produce them in a specific order. The net result is that 52 Close Calls will make you invincible, as there's no string of 52 RNG values that will get through it. The same principle is probably true in the remake, but the exact number is probably different.
Note that I got this info from jdaster64 on his article titled "The Trick Is To Not Get Hit - Evasion Badges in TTYD" on his blog, which I would highly recommend for a bunch of obscure Paper Mario info. Speaking of info from that blog, the Flower Finder information in this video is actually incorrect for the Switch version, as Dark Paratroopas now have their correct drop table (it was originally a copy of the Dark Paragloomba instead), which are the same as the Shady Paratroopas, so you can farm Flower Finders from them in the Pit if you are so inclined for some reason.
Another important thing is that drop rates are better in the Switch version because every enemy can potentially drop something, not just the front one, though it does check front-to-back. This both gooses your odds (almost multiplying it by the amount of enemies in battle, but not quite) and also makes it so some drops from enemies stuck in the back are possible to get. You could now get a Flower Saver from an Amayzee Dayzee near the bottom of the Pit, for example. It also can heavily boost the odds of badges stuck on very specific enemies; Flower Finder would only have 2 chances of dropping in one Pit trip with the old drop logic, but it now has up to 6.
On my first playthrough of the PM2 remake, I got extremely lucky on a run through the Pit of 100 Trials and got two Wizerds with Power Plusses. And I had just recruited Miss Mowz (or however she is spelled in English).
You spelt her name right, don't worry. Also, nice luck.
Hey, much love for the shoutout, Bringle. Was funny seeing the mention and I'm happy to see the tutorial is helping people.
You missed an opportunity to mention P-Down D-Up! Stacking 25 of those for 50 BP lets you get 25 defense, then you can use 49 power rushes to end with a respectable +73 attack as danger Mario. Since no attack is stronger than 25 damage, it’s not a matter of chance: you’re really invincible!
Good idea, but what about poison? And aren't there also enemy attacks that pierce defense?
@@eDoc2020I think P Down/Up D Up/Down badges get around defence piercing but I’d have to double check; basically they can’t really increase damage as defence as a stat calculation doesn’t work with negative numbers. You can try this by using soft stomp on an enemy with no defence and you won’t actually deal more damage to them, so the effects of those badges have to play outside those normal rules. As for poison, you could put on feeling fine and not have to worry about that, or HP drain to counterbalance the HP loss.
@@johnfranklin42 I think you're right, somebody else said the badges modify damage dealt rather than defense.
This is a neat glitch. Hopefully it doesn't get patched out. To be honest though, I'm not sure how easy it would be to patch it out, so who knows if they will or not lol.
Even if they do patch it, I simply won't update my copy.
Like they did with Zelda TotK’s item duplications, they probably will. But just like that game, it’s completely pointless to do in a single player game, especially when the glitch doesn’t affect normal gameplay or hinder the player in any way. You have to actually try to do them, so it’s just a little fun thing players can do if they choose to, but nobody would ever do it on accident. Seems like a waste of resources to take the time to fix it.
@@maroonkennedy6213manbabies being so pointlessly possessive over nothing will never not be hilarious 😂 It’s like a monkey keeping someone’s keys because… it can.
@@Themacattack1209 Yet they did it on TotK anyway.
Fact of the matter is, they don't want you to glitch, doesn't matter if its considered 'harmless'
@@Novarcharesk
Why is this comment so aggressive? Are you saying that people who want to keep glitches are manbabies? I don't even understand where this is coming from.
7:47 it's actually up to 3 copies *of each badge*. So you can duplicate hundreds at one time, potentially 3 of every badge type.
It’s funny that you made this video actually because I did the duplication! See, I maxed out my badges and went into the pit hoping I could get another drop, but didn’t. Then, I just remembered from your video that there is a Boo that drops a Money Money badge, so I duplicated from that badge! Funnily enough, after I went back to the shop, I engaged in a battle in rogueport sewer with another badge drop immediately afterwards. So, I go to try this out twice conservatively and that was cool!
Now Im getting nostalgic for Stryder7x, rip legend
Paper Mario: The Thousand Years Of Invincibility.
I never would’ve guessed that this is what that community post was referring to
Hi! Just so you know, scientific notation is very easy to read. An "e" of a negative number means that many zeroes before, and a positive number is that many zeroes after.
IE: 3e4 would be 30000 and 3e-4 would be 0.0003
Hey, Bringle! One ***BIG*** addendum I'd like to add to this, if you haven't discovered it already!
You said you can only get three badges at a time with this exploit, but that is not true in the slightest. You can only get three COPIES of a particular badge at a time!! But you can get near INFINITE badges total!!
If you want to, you can drop every single badge in your inventory three times each, and they will ALL show up in the shop! THREE Power Pluses, THREE Power Plus Ps, THREE All-or-Nothings, etc. etc. etc... All done from a single badge pickup in the overworld!
The limit of three only exists because the badge shop cannot store more than three copies of a particular badge at once. So you'd have to buy them and perform the glitch again if you want more than three duplicates of something. But you can still get three dupes of any badge in your inventory, all at once! Have fun with that information :D
Hearing the math about the dodge chances was really fascinating
And this glitch is pretty cool too, might give me something to do in my completed file (or in my current, Danger Mario file)
9:04 The moment you started playing the file select theme from Mario 64 is when this turned into a Pannenkoek video xD
I kind of feel like basic multiplying of odds isn't quite worthy of the Pannenkoek theme.
FYI, Kiss Thief can still badges from an enemy's hold table even if the enemy is not actually holding an item. It's much faster to just spam Kiss Thief at an enemy than to reset the encounter until it's holding something. I got five Mega Rush Ps in the original TTYD within a bit over an hour using this method.
Balatro taught me that you need good base number for multiplicative to be effective
Another thing about the intended use of the badge shop mechanic, if a badge becomes unattainable, like if somehow the drop from defeating Atomic Boo falls down the hole in the room, you can get it back, despite it becoming physically unattainable.
Dear Bringle, please never stop making videos. I love your vids so much and I get those Stryder7x vibes that I have missed for such a long time. You're awesome
Tip For People Who Need Badges By Enemies:
Huge groups have a better badge spawn rate. Go into Rogueport Sewers and get quick badges by turning into a Boat on Sublevel Two and heading to where the three Shine Sprites are. Spanias and Spunias have a chance of holding Pretty Lucky and Pretty Lucky P. They spawn in huge groups of four and five. It mostly only takes a few minutes to get a badge to appear by the longest. Sometimes even less because there’s four groups of Spanias and one Spunia! If you don’t see one, just run away and if you go through all five groups without seeing one, run away and exit the room and enter back in immediately to reset the Chance. The only issue is the badge dropping but it should be quick to grab one if you are lucky! 😊😊😊😊😊😊😊😊
Pity Flower and Happy Heart got me 80% of the through a poorly thought out prehooktail pit challenge well that and getting super lucky because i got a Power Rush badge off a koopa troopa in Hooktail castle
The thing that i highly recommend doing is only buying Refund badges since if you want to sell them, it will be 40 Coins while Super Appeal is 30.
That's a good idea but I'd keep some Super Appeal because it _is_ useful, at least until you go beyond 32 copies.
@@eDoc2020 true but as for me, I always just do stylish moves
@@Ange1R78 Even with stylish moves don't you only get 1/4 SP per turn? With 32 Super Appeal you can restore all your Star Power in one turn.
@@eDoc2020 imo thats a lot of wasted badge points, but everyone likes to play their own way
@@Ange1R78 I'm not saying I'd actually do it but the _ability_ to do this has some value. If half your inventory is dead space why not make it usable dead space?
It's actually a 1 in 100 millions chance for 64 close calls (assuming the percentage shown is correct) since 1% would be a 1 in 100 chance.
Same mistake with the calculation for 99 close calls
HOLY FUCKING SHIT, THIS CHANGES EVERYTHING! What an amazing deep dive that this world clearly needed in slick video production form. Honestly, I hope this is the future of online content.
I like the Stryder style approach with the insane numbers, feels nostalgic. Like this video could be titled "This badge can protect Mario for 3,448 years"
too bad he wont be making videos anymore
18:07 - I was able to create a "Luigi wins by doing absolutely nothing" video by equipping Double Pain x4, Return Postage, P-Down, D-Up, Zap Tap, and--most importantly of all--L Emblem. I did nothing but appeal with full Star Power…Rawk Hawk hurt himself for over 40 damage in three turns, collapsing before initiating the second phase where he jumps up onto the stage girder 😆 ruclips.net/video/ldzbD9MJgeE/видео.htmlsi=LswbGKNcaNjJ3Oku
I just had to say I love that you used Chrono Trigger for the Set-Up transition. :D
"pringle" is one of the best paper mario ttyd youtubers
Thumbnail got me thinking Rawk Hawk gonna butt-slam Mario so hard Hawk'd be tasting moustache hairs.
Who said you don't learn things from video games. This was basically just a math class video. Awesome rundown
hooray new bringle video! just stumbled upon your channel this week and ive been binging all your videos
keep doing what youre doing, brignle!
I'm pretty sure I've duplicated far more than 3 badges at a time after picking up a badge - if you're duplicating the same badge repeatedly, the shop wont hold all of them at the same time, but if you leave the badge shop and get into a battle, finish it, and come back to the badge shop, the stock will refresh and will continue to restock duplicate badges until it runs out of its stock (based on however many you 'dropped')
I was gonna say if it was capped at 3 then it defeats the point because badges would still disappear
I think he was referring to the fact the Badge Shop can only hold 3 copies of each Badge in storage
Glad you gave a shoutout to Danger Mario offensive strats. While the duping is doable, it's not necessary to break the game.
Your content has improved so much over time, you should be proud!! Love vids lately
ah yes, quintuple pain, my favorite
Amazing! I love doing this type of probability math when I’m playing other games so it was cool to see you explain it for this context as well. 🙂
12:53 We did it, not only can we take Mario in peril with "infinite" power rush and mega rush to deal an incredible amount of damage, we can also make him invincible during that state
Paper Mario -The threethousandfourhundredfortyeight years to get hit
I thought close call was 33% evasion.
According to the Mario Wiki, you are correct. Assuming that it's 33%, you can Chet Rippo your HP down to 5 and be practically invincible AND constantly in "Danger" for a mere 12-13 BP. That's literally less BP than it takes to equip 2 Lucky Day badges.
Oh I am so gonna abuse this to no-hit the stinky pit
9:46 The evasion rate for Close Call is 33%, not 25%. Other than that, math checks out.
EDIT: Unless Close Call was nerfed in the remake, which if so, I'm not aware of. 33% is at the very least the percentage for the original GC version
I think item hog can also cause badges to drop more frequently. So it may be cool to test that aspect out.
this is exactly the reason i am subscribed. highly unlikely things tested in action
22:30 Also, Danger Mario becomes Harder once you reach Level 72 as You are Forced to Upgrade your HP which is why I wish an Option to Increase Mario's Defense upon Level Up was Available.
Also, Mario Wiki's drop tables are a bit inaccurate. For instance, the chance for an X-Naut PhD to drop a Flower Finder badge is 2/364 (1/182), not 2/300 like it lists. They also don't take into account that random drops in general are only a CHANCE to happen (without Item Hog, a 1/4 chance normally and a 1/5 chance in the Pit of 100 Trials), so it's in reality even less.
ice power reduces fire damage by 1 and increases damage to fire enemies by 1 per badge equipped and also gives immunity to burn
Can’t believe I was lucky enough to get a second Jumpman badge on my first time through the pit in the remake. This should make getting more a lot easier lol
Mario youtubers all using the pannenkoek music when explaining stuff is my favourite meme
I hope this doesn't get patched, this seems like a fun thing to mess around with
Nice, I'm gonna use this for charge. It' pretty much a worthless badge after your first shoe upgrade, and it's super time consuming to farm them. There's finally a practical use for it
Suscribiendome, hasta el final me di cuenta que es un video en español 😮, eso no es normal en esta calidad de analisis musical de videojuegos OMG!!! Felicidades
Finally: Octuple Dip in an Item Only run
why stop there?
4:57 - Sadly, this isn't true. Kiss Thief will not guarantee a badge drop if you already have 200 in your inventory. I tested this out myself and have footage as proof if you're interested, Bringle! I tried stealing a Power Plus from a Dark Wizzerd in the Pit of 100 Trials and got a coin, but the enemy did not drop the badge after battle
Yeah, that didn't sound right...
Can confirm. I tried this myself on two different enemies with a full badge inventory and kiss thief only gave me a coin with no drop after the battle, even if i used the move multiple times. I think the person just happened to get lucky and thought that kiss thief was the reason the badge dropped.
I can also confirm
I can also also confirm
Sorry. Ozkr here, I got the badge with kiss thief 4 out of 4 times and thought it would be 100% guaranteed. Keep trying! It will work eventually, hope you guys get it soon!
My first thought was to get dozen mega rush p's for ultimate peril strats.
21:10 ice power actually increases your jump attack power by 1 on fire enemies so the ice power badge is more than just an ability. I havent tested it in game but i would assume equipping 2 ice power badges would therefore increase your jump attack by 2
i stack double pain badges just to feel something
Are you okay?
@@17Master fortnite double pump
F
It's worth noting that triple Simplifier had some really odd effects on action commands and especially superguard timing
I feel like this is a glitch that actually might not get patched out. Seems weird considering modern Nintendo standards but it really seems like not fully a glitch and rather just abuse of the way the game is intended to work. Like, it's definitely not fully functioning as intended since it thinks you dropped 3 separate copies of a badge instead of the same one three times, but other than that, it's working as intended. And it's also already been nearly a month since this was discovered and it hasn't been patched yet. I wouldn't be surprised if they leave this alone since it's so close to how they want it to work
Yeah, the only actual _mistake_ is that the Howz adds dropped badges to its inventory on *drop* instead of on *despawn*. And the amount of effort you need to go to to exploit this little mistake means that approximately nobody is going to do this by accident. (And even if they did, it's not going to do anything bad.)
its getting patched, nintendo hates fun
@@realkingtoast They have insanely inconsistent rules on patching. They patched all the item duping out of TotK, but that one infinitely light material you're not supposed to be able to break off the elevator? Over a year later, and they still don't care. Build all the flying machines you want, you just can't use the one-minute-gliders we programed for flying.
@@Wendy_O._Koopa They figure no one is going to immediately get to the elevator rails to use them since they're (usually) in what the game considers a "late-game" area, meanwhile the Wings are given to you immediately in the tutorial.
And they're not going to fix the Rails' properties because they need them to be light to function as the Elevator's rails, because it would would be too much work to replace them all as a single object given orientation, angle, etc. So it's two (or more) parts for easier implementation.
About the one thing they did patch about the Rail, is the Rail's inability to be destroyed by certain enemies, like Lynels and Gleeoks, which before the patch would perpetually break Lynel AI (They would constantly Roar to rid of Autobuild copies) and that auto build copies would not persist if broken from their initial glue point (IE You can't get an Autobuild Rail with an Apple, and break the Apple off to get a Rail on its own. Now it will vanish)
I can see them patch this badge glitch.
@@Aerafuz eh it depends. Patching this glitch is theoretically very easy (just do an ID and room check before sending a second copy of the same badge to the shop), but there's always the edge case of someone actually grinding out a second identical badge in the same room in normal gameplay, which would mean they might create what's realistically a worse glitch out of it.
This will be very useful for the Charge Badges. Makes it so I don't have to use Charge multiple consecutive turns to get big damage.
14:48 The calculation for time required for getting hit is actually different. If you took 25 billion turns, with a 1/25 billion chance to be hit, you’d only have a 0.6321 probability of being hit: (1-(1-1/25bil)^25bil). There’s no guarantee that you will get hit in any specific amount of turns. However if you wanted to know the amount of time until you’d have a 99.99% chance of being hit, it is 4.4*ln(0.01)/ln(1-1/25bil) seconds, which is 16,063 YEARS.
That was easier than I thought, like it seems ridiculously easy to do by accident
I'm pretty sure I got around the pay full price thing by simply buying out the badge shop so there are no badges left meaning they have to put anything I duplicated to be put out front instead of in the cardboard box on the side.
so now there is someone who have to do a one shot challenge
now i can wear 33 pity flowers
12:22 You have no conception of how rare that is…
*…it is MILLIONS TO ONE!*
Fun fact about math and percentages: if something has a 1/X chance of occurring, if it happens X times, then it still has a 36-37% chance to not happen. This scales infinitely. If you have a 1/25,000,000,000 chance of being hit, and are attacked 25,000,000,000 times, you essentially only had a 2/3 chance to actually be hit. If you want to be 95% sure to be hit, you need to get attacked ~78 billion times
this guy Runescapes
cant wait to equip like 70 jumpmen, multibounce, power bounce, and some other badges and stroll into the pit of 100 trials once i beat the game
The Switch is itself just a more complicated calculator, so it's possible that the evasion odds are subject to similar limitations to what you encountered when trying to calculate it with the Google calculator. Since you're never intended to stack this many evasion badges, it wouldn't surprise me if the devs used a data type to store evasion likelihood that can't go as small as the value you arrived at, making the odds of getting hit literally 0%. It just depends on how they actually implemented the evasion formula.
Pretty cool panitoic reference having the Mario 64 file selection music on while needing out on some maths.
You mean Pannenkoek?
I feel lucky for getting two enemies to have Pretty Lucky badges, and have Mrs. Mowz at the time, lol.
I don't know how to check, but with how I know random number generators work, there may be a chance that due to rounding or the limits of the generator, it might not even be able to ever get that 1 in 25 billion chance ever, like, at all. Which would be just that last bit of assurance. Though on the flip end, it could also cause the likelihood of that chance being rolled to be a lot higher than 1 in 25 billion, so who knows
I would be very surprised if Nintendo was using a PRNG function that couldn't land a 1-in-25 billion chance. Both the typical floating point variable allocation (a "double") and the standard Mersenne Twister PRNG method have more than enough precision to hit 1-in-25 billion odds. We know for a fact Nintendo has used the Mersenne Twister in other games, and there wouldn't be a compelling reason to cast the result as a float on the Switch.
The pannenkoek music really makes this video
i feel like i have a vague memory of accidentally stubling upon this when i played on the gamecube i remember getting extra copies somehow... lol
playing the spicy slot machine for one hour is perfectly acceptable
14:58 The Shadow Queen would come back 3 more times by the time Mario got hit by a Spinia once 💀
12:51 Sure, people don't often _win_ million-to-one rolls, but damn I've seen a lot lose rolls with similar chances. We just need to find a way to make this the starting condition in some TTYD Remake category and I'm _sure_ dozens will get nuked by a goomba just starting out and even give it some ominous nickname.