Blog:6 months on Inkipedia!

It's going to be my 6th month on Inkipedia soon! Techinically, I've been here for already 7 months as I came here in January but only read articles. But let's not get to technical about it:

{{collapse||Damage is the attack value dealt by a weapon. The health points (HP) of a player or object must be attacked down to 0 for them to be splatted or destroyed. Players have 100 HP. The Rainmaker shield has 1000 HP. Splash Walls have 600 HP, and naturally lose 85.71 HP per second.

When a player accumulates more than 30 damage, the player's location will be visible to the enemy team on the GamePad.

The Damage Up and Defense Up abilities interact by canceling the effects of the other. If a weapon starts at dealing 52 damage per shot, it will still do 52 damage if the attacker is wearing 1 Main of Damage Up and the defender is wearing 1 Main of Defense Up. But if the attacker is wearing no Damage Up and the defender is wearing 3 Subs of Defense Up, the damage will be reduced to 49.6, forcing the attacker to land one extra shot in order to splat the defender. This leads to players stacking more and more of these abilities to counter each other.

Hits-to-Splat Tables
These images show the hits-to-splat for all possible match-ups of Damage Up and Defense Up, for weapons that deal consistent damage. Weapons that deal consistent damage but never have their hits-to-splat changed are: Aerospray, H-3 Nozzlenose, Jet Squelcher, Slosher, Sloshing Machie, Splattershot Pro, and Tri-Slosher.

Blasters, Chargers, and Rollers deal variable damage, so they are affected differently. The edge of a Blaster blast may become too weak to splat in two hits, and the edge of a Rapid Blaster blast may become too weak to splat in four hits, requiring the Blaster player to either use Damage Up or aim their weapon more accurately. Chargers may require an extra hit-to-splat if the player did not fully charge their shot. Rollers will have their effective range slightly reduced by Defense Up, which sometimes results in a different number of hits-to-splat.

Stepping in enemy ink will accumulate up to 50 damage at a rate of 30 damage per second. The Ink Resistance Up ability reduces this to 30 accumulated damage at a rate of 12 damage per second.

Splash Damage
Splash damage is damage that is dealt within the effective range of a weapon, but still with reduced damage as a penalty for not aiming well. It is dealt by the blast from a Blaster type weapon when the player does not land a direct hit, and by Roller type weapons when the target is hit by the far left or far right splashes of paint.

Benefits of Reaching Damage Cap
The number of hits required to splat an opponent is determined by the base damage of a weapon. Weapons that need more than 1 hit to splat have a damage limit regardless of how much damage is stacked, as follows: If a player stacks enough Damage Up to approach these limits, then the player will have the potential to need one less hit-to-splat if the enemy steps on the player's ink color. Stepping on player's ink will make the enemy player get stuck and get damage taken overtime. Normally, touching enemy ink will accumulate up to 50 damage at a rate of 30 damage per second. But with Ink Resistance Up, only 30 damage can accumulate, and at a rate of 12 damage per second. The closer the player is to reaching a damage limit, the higher the chances to get one less hit-to-splat.
 * 2-hit weapons have a damage limit of 99.9.
 * 3-hit weapons have a damage limit of 49.9.
 * 4-hit weapons have a damage limit of 33.3.
 * 5-hit weapons have a damage limit of 24.9.

For example, the base damage of a fully charged Bamboozler shot does 80 damage. If the player stacks 2 Mains & 5 Subs of Damage Up to reach the 99.9 damage limit, and if the enemy walks on the player's ink for a split second, there is the potential to splat them in one fully charged Bamboozler shot instead of two shots.

Examples of the other damage limits: Splattershot Pro has the potential to splat in two shots instead of three if the player stacks enough damage up to do 49.9 damage per shot and the enemy walks on the player's ink. Jet Squelcher has the potential to splat in three shots instead of four if the player stacks enough damage up to do 33.3 damage per shot and the enemy walks on the player's ink.

Calculating Damage
a = Ability Points of Damage Up = 10 × [Number of Damage Up Main Slots] + 3 × [Number of Damage Up Sub Slots] d = Ability Points of Defense Up = 10 × [Number of Defense Up Main Slots] + 3 × [Number of Defense Up Sub Slots] A = (0.99 × a - (0.09 × a) ^ 2) / 100 D = (0.99 × d - (0.09 × d) ^ 2) / 100 When Damage Up ≥ Defense Up Damage = [base damage] × [1 + (A - D)] When Damage Up < Defense Up Damage = [base damage] × [1 + (A - D) / 1.8] Note: Splatoon rounds down damage values. For example, a calculated value of 30.39 damage should be rounded down to 30.3 damage. }} This is taken from damage: click expand to get a free brain disability:


 * Bowser's vehicle is on my blog!

Anyway, so far I've made: (edits)

And I've created User:Mr Squid/Inkipedia Newsline.

And I've got blocked 5 times: (but is 6 months on Inkipedia my name?)

OH DEAR.

I need to stop being a squidiot.

Staaay fresh!