Bass | |
---|---|
Description | Buster rake wide enmy area |
Full name | Bass |
Class | Giga |
Library # | 1G |
Element | Null Null |
Attack power | 60 |
Codes | F |
MB | 95 (max 1 copy) |
Part of program advances | Darkness |
Bass will only hit panels on the columns in front of him, but never more than the initial 3 enemy columns. Furthermore, Bass will hit all panels on said columns with at least one enemy panel.
The following statements detail how many hits Bass will deal:
- Regardless of enemy area, Bass will never do more than 8 hits.
- Bass will always do 8 hits if there are only 2 or 1 columns available to hit (i.e. +1 or +2 columns taken)
- When Bass has 3 columns available to hit, it is possible for Bass to deal 7 or less hits. Approximate probabilities obtained through simulation are detailed below.[1]
Number of hits | Probability |
---|---|
8 | ~95.00% |
7 | ~4.975% |
6 | ~0.025% |
5 or less[2] | <0.0001% |
Bass can target broken or hole panels, but Shooting Buster will not hit the enemy.
Exact mechanics for determining Bass chip hits (TODO add me in a collapsible block)
For 24 attempts, spawn a Shooting Buster twice.
On spawning a Shooting Buster:
- There is a 3/8 chance to randomly hit any valid panel which was not chosen in the last 3 attempts. This can include panels occupied by enemies.
- There is a 5/8 chance to randomly hit an enemy which was not chosen in the last 3 attempts.
- If no enemies follow this criteria, default to randomly choosing any valid panel not chosen in the last 3 attempts.
- If this results in no valid panels, don't spawn a Shooting Buster.