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In this section are mechanics that are common throughout multiple weapon classes.
In this section are mechanics that are common throughout multiple weapon classes.


==Projectile Trajectories==
==Projectile Statistics==
Every bullet type in the ''Splatoon'' series is a projectile, and they often have different properties depending on how long they have been in the air.
 
===Trajectory===
{{Incomplete|Player velocity appears to affect initial projectile velocity, research into this needed}}
{{Incomplete|Player velocity appears to affect initial projectile velocity, research into this needed}}
Every bullet type in the ''Splatoon'' series is a projectile, and most of them are affected by gravity. While one may assume this means that projectiles fire in a parabolic trajectory, this is not the case. Bullets have a system involving 3 distinct states which the shot undergoes throughout its lifespan.
While one may assume that projectiles fire in a parabolic trajectory, this is not the case. Bullets have a system involving 3 distinct states which the shot undergoes throughout its lifespan.


Note that the trajectory of a bullet and its damage falloff are independent to each other.
Note that the trajectory of a bullet and its damage falloff are independent to each other.


===Straight State===
====Straight State====
When a bullet is fired, it starts out in '''straight state'''. In this state, it travels straight at a constant velocity for a given number of frames, at which point it enters the next state. This state otherwise cannot be interrupted unless the bullet comes into contact with a player or surface.
When a bullet is fired, it starts out in '''straight state'''. In this state, it travels straight at a constant velocity for a given number of frames, at which point it enters the next state. This state otherwise cannot be interrupted unless the bullet comes into contact with a player or surface.


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There is a misconception that damage reduction begins when a bullet stops traveling straight. As mentioned above, this is not the case. While a bullet could theoretically begin its damage falloff and stop traveling straight on the same frame, there are currently no weapons in the ''Splatoon'' series which fire bullets that function like this.
There is a misconception that damage reduction begins when a bullet stops traveling straight. As mentioned above, this is not the case. While a bullet could theoretically begin its damage falloff and stop traveling straight on the same frame, there are currently no weapons in the ''Splatoon'' series which fire bullets that function like this.


===Brake State===
====Brake State====
After straight state ends, the bullet enters something known as '''brake state'''. In this state, projectiles begin to be affected by gravity and air resistance.
After straight state ends, the bullet enters '''brake state'''. In this state, projectiles begin to be affected by gravity and air resistance, with air resistance applying before gravity in a given frame. While the exact numbers vary significantly from weapon to weapon, most weapons default to 36% air resistance and 0.07 (in {{s3}} [[Distance Unit|distance units]]) gravity. Thus, most weapon bullets during brake state have their speed in all directions reduced by 36% per frame, followed by the Y velocity being reduced by 0.07 every frame (after air resistance is applied).
 
Bullets exit brake state when their Y velocity dips below a certain threshold, usually -0.15 (in ''Splatoon 3'' distance units). Some weapons effectively skip brake state by setting this threshold to a value higher than what is possible in-game.
 
====Free State====
Following brake state is '''free state'''. Free state functions identically to brake state, with the only difference being that it is governed by a different set of values that are independent to the values used in brake state. Most weapons set free state to have lower air resistance and gravity than in their brake state. Like with brake state, the exact specifics can vary from weapon to weapon, with most weapons using an air resistance of 2% and a gravity of 0.016 (in ''Splatoon 3'' distance units).
 
Notably, the acceleration due to gravity and the air resistance of the bullet eventually reach a point where the bullet's Y velocity is reduced by air resistance, and then accelerated back to the original value, resulting in no net change, simulating terminal velocity.
 
===Damage & Collision===
The damage of a projectile usually depends on the amount of time since it has been fired. Most weapons have their bullets lose damage shortly after the projectile enters brake state. Bullets will have their damage scale between two values between two different time periods.
 
The collision size of a bullet also has the same property of scaling over time, however the scaling will always start when the projectile is fired, rather than a specified frame after the bullet is fired.
 
===Example===
(Add example following the lifespan of a bullet for Splattershot)
 
==Projectile Deviation==
All weapons with random projectile deviation use the same formula. Additionally, the initial velocity of bullets fired by [[Splatlings]] is slightly randomized using the same formula.
 
===Swerve===
'''Swerve''' is the maximum amount in which a bullet can deviate from the center of the reticle. When a player jumps with most weapons, the swerve of a shot is immediately increased. The serve usually does not start returning to normal until after a short delay, at which point it gradually returns to its normal state. The swerve only increases when a player jumps and always takes the same amount of time to return to normal. Hence, players can fall off of a ledge without jumping to maintain their normal swerve.
 
[[Intensify Action]] reduces the maximum amount in which the swerve increases after jumping, but does not reduce the rate in which it recovers.
 
===Bias===
'''Bias''' is a hidden variable which determines how often a bullet can deviate from the center of the reticle. Bias usually starts at a low value, but increases with each consecutive bullet fired without stopping until it reaches a maximum, which can vary from weapon to weapon. Once the user stops firing, it immediately reduces by a certain value every frame, until it reaches its initial value.
 
Like swerve, bias immediately increases after jumping, usually to values above its grounded maximum, and starts and ends its recovery at the same time that swerve does. The bias while jumping is separate to the regular bias, with bullets deviating in accordance to which value is higher at the time (needs verification). Unlike swerve, however, Intensify Action does not affect the bias while jumping.
 
===Deviation Calculations===
Bullets deviate in accordance to the formula
 
<math>y = sx^{\log_{0.5}b}</math>
 
where <math>y</math> is the angle of deviation, <math>s</math> is the swerve, <math>x</math> is a random number from 0 to 1, and <math>b</math> is the bias.<ref>https://youtu.be/I5pxcfwa-FE</ref>
 
Hence, a bias of 0 results in no bullets deviation, regardless of swerve, a bias of 0.5 makes bullets land completely randomly within the swerve, an a bias of 1 makes bullets always deviate as far as possible. No weapons exceed a bias of 0.5 in normal gameplay, however.
 
==References==
<references />

Latest revision as of 15:00, 18 May 2024

This page is a draft.
It is currently being worked on and may be moved to the mainspace when ready.
Conjecture
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The name(s) presented could be conjectural.

The Splatoon series features many intricate mechanics for all of its weapon classes. The mechanics generally do not change between games.


Multi-Class Mechanics

In this section are mechanics that are common throughout multiple weapon classes.

Projectile Statistics

Every bullet type in the Splatoon series is a projectile, and they often have different properties depending on how long they have been in the air.

Trajectory

This article or section is incomplete or is missing information.
You can help the wiki by filling in the blanks.
Reason: Player velocity appears to affect initial projectile velocity, research into this needed

While one may assume that projectiles fire in a parabolic trajectory, this is not the case. Bullets have a system involving 3 distinct states which the shot undergoes throughout its lifespan.

Note that the trajectory of a bullet and its damage falloff are independent to each other.

Straight State

When a bullet is fired, it starts out in straight state. In this state, it travels straight at a constant velocity for a given number of frames, at which point it enters the next state. This state otherwise cannot be interrupted unless the bullet comes into contact with a player or surface.

Once the bullet exits straight state, its velocity is usually capped at a certain value that varies from weapon to weapon. This slowdown occurs before any calculations in other states are done. The bullets of some weapons, such as the Splattershot Nova and Ballpoint Splatling's long-range mode do not undergo any slowdown due to the value of their velocity caps being set higher than their initial velocity.

There is a misconception that damage reduction begins when a bullet stops traveling straight. As mentioned above, this is not the case. While a bullet could theoretically begin its damage falloff and stop traveling straight on the same frame, there are currently no weapons in the Splatoon series which fire bullets that function like this.

Brake State

After straight state ends, the bullet enters brake state. In this state, projectiles begin to be affected by gravity and air resistance, with air resistance applying before gravity in a given frame. While the exact numbers vary significantly from weapon to weapon, most weapons default to 36% air resistance and 0.07 (in Splatoon 3 distance units) gravity. Thus, most weapon bullets during brake state have their speed in all directions reduced by 36% per frame, followed by the Y velocity being reduced by 0.07 every frame (after air resistance is applied).

Bullets exit brake state when their Y velocity dips below a certain threshold, usually -0.15 (in Splatoon 3 distance units). Some weapons effectively skip brake state by setting this threshold to a value higher than what is possible in-game.

Free State

Following brake state is free state. Free state functions identically to brake state, with the only difference being that it is governed by a different set of values that are independent to the values used in brake state. Most weapons set free state to have lower air resistance and gravity than in their brake state. Like with brake state, the exact specifics can vary from weapon to weapon, with most weapons using an air resistance of 2% and a gravity of 0.016 (in Splatoon 3 distance units).

Notably, the acceleration due to gravity and the air resistance of the bullet eventually reach a point where the bullet's Y velocity is reduced by air resistance, and then accelerated back to the original value, resulting in no net change, simulating terminal velocity.

Damage & Collision

The damage of a projectile usually depends on the amount of time since it has been fired. Most weapons have their bullets lose damage shortly after the projectile enters brake state. Bullets will have their damage scale between two values between two different time periods.

The collision size of a bullet also has the same property of scaling over time, however the scaling will always start when the projectile is fired, rather than a specified frame after the bullet is fired.

Example

(Add example following the lifespan of a bullet for Splattershot)

Projectile Deviation

All weapons with random projectile deviation use the same formula. Additionally, the initial velocity of bullets fired by Splatlings is slightly randomized using the same formula.

Swerve

Swerve is the maximum amount in which a bullet can deviate from the center of the reticle. When a player jumps with most weapons, the swerve of a shot is immediately increased. The serve usually does not start returning to normal until after a short delay, at which point it gradually returns to its normal state. The swerve only increases when a player jumps and always takes the same amount of time to return to normal. Hence, players can fall off of a ledge without jumping to maintain their normal swerve.

Intensify Action reduces the maximum amount in which the swerve increases after jumping, but does not reduce the rate in which it recovers.

Bias

Bias is a hidden variable which determines how often a bullet can deviate from the center of the reticle. Bias usually starts at a low value, but increases with each consecutive bullet fired without stopping until it reaches a maximum, which can vary from weapon to weapon. Once the user stops firing, it immediately reduces by a certain value every frame, until it reaches its initial value.

Like swerve, bias immediately increases after jumping, usually to values above its grounded maximum, and starts and ends its recovery at the same time that swerve does. The bias while jumping is separate to the regular bias, with bullets deviating in accordance to which value is higher at the time (needs verification). Unlike swerve, however, Intensify Action does not affect the bias while jumping.

Deviation Calculations

Bullets deviate in accordance to the formula

where is the angle of deviation, is the swerve, is a random number from 0 to 1, and is the bias.[1]

Hence, a bias of 0 results in no bullets deviation, regardless of swerve, a bias of 0.5 makes bullets land completely randomly within the swerve, an a bias of 1 makes bullets always deviate as far as possible. No weapons exceed a bias of 0.5 in normal gameplay, however.

References