User:XarrotD/newdata: Difference between revisions
From Inkipedia, the Splatoon wiki
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<div style="display: flex; gap: | ''The "f" unit refers to a number of frames, with 1 frame being equal to 1/60th of a second. The "DU" unit refers to [[Distance unit|Distance units]].'' | ||
<div style="display: flex; gap:20px; flex-wrap: wrap; justify-content: center"> | |||
{| class="wikitable sitecolor-s3" | {| class="wikitable sitecolor-s3" | ||
! colspan="3" | Basic Information | ! colspan="3" | Basic Information | ||
|- | |- | ||
| Fire rate || 6f | | Fire rate<ref group="Data3">Interval between consecutive shots.</ref> || 6f | ||
|- | |- | ||
| Ink consumption/shot || 0.92% | | Ink consumption/shot || 0.92% | ||
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| Mobility class || Middle | | Mobility class || Middle | ||
|- | |- | ||
| Firing movement speed || 0. | | Firing movement speed || 0.072DU/f | ||
|- | |- | ||
| First shot delay (human) || 3f | | First shot delay (human) || 3f | ||
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|} | |} | ||
{| class="wikitable sitecolor-s3" | {| class="wikitable sitecolor-s3" | ||
! colspan=" | ! colspan="2" | Bullet specifications | ||
|- | |- | ||
| Hitbox size (Player) | | | Hitbox size (Player) || 0.2 | ||
|- | |- | ||
| Hitbox size (Stage) | | | Hitbox size (Stage) || 0.2 | ||
|- | |- | ||
| Maximum damage || 36 | |||
|- | |- | ||
| Minimum damage || 18 | |||
|- | |- | ||
| | | Damage reduction start<ref group="Data3">Since effective range is the range in which the weapon deals maximum damage, this also functions as the time before the shot reaches its maximum range.</ref> || 8f | ||
|- | |- | ||
| | | Damage reduction end || 40f | ||
|- | |- | ||
| Effective range<ref group="Data3">Assumes the shot is fired parallel to the ground.</ref> || 10.94DU | |||
| | |} | ||
{| class="wikitable sitecolor-s3" | |||
| | ! colspan="2" | Bullet deviation | ||
| | |||
! colspan=" | |||
|- | |- | ||
| | | Ground max shot deviation angle || 5° | ||
|- | |- | ||
| | | Initial grounded shot bias<ref group="Data3">"Bias" is an arbitrary coefficient between 0 and 1. A higher bias means shots are more likely to deviate, and are more likely to deviate at higher angles. A bias of 0 means shots are perfectly accurate regardless of max deviation angle, and a bias of 1 means that shots will always deviate at the maximum possible angle.</ref> || 0.01 | ||
|- | |- | ||
| Grounded bias increase per shot || 0.01 | |||
|- | |- | ||
| Grounded bias decrease rate || 0.015 | |||
|- | |- | ||
| | | Jump max shot deviation angle || 12° | ||
|- | |- | ||
| | | Initial jump shot bias || 0.4 | ||
|- | |- | ||
| | | Jump accuracy recover start || 25f | ||
|- | |- | ||
| | | Jump accuracy recover end || 70f | ||
|} | |} | ||
</div> | </div> | ||
=== Notes === | |||
<references group="Data3"/> |
Revision as of 16:41, 25 March 2024
The "f" unit refers to a number of frames, with 1 frame being equal to 1/60th of a second. The "DU" unit refers to Distance units.
Basic Information | ||
---|---|---|
Fire rate[Data3 1] | 6f | |
Ink consumption/shot | 0.92% | |
Ink consumption/second | 9.2% | |
Firing duration (full tank) | 10.87s | |
Ink recovery cooldown | 20f |
Mobility | ||
---|---|---|
Mobility class | Middle | |
Firing movement speed | 0.072DU/f | |
First shot delay (human) | 3f | |
First shot delay (swim) | 11f | |
Post shoot delay | 4f |
Bullet specifications | |
---|---|
Hitbox size (Player) | 0.2 |
Hitbox size (Stage) | 0.2 |
Maximum damage | 36 |
Minimum damage | 18 |
Damage reduction start[Data3 2] | 8f |
Damage reduction end | 40f |
Effective range[Data3 3] | 10.94DU |
Bullet deviation | |
---|---|
Ground max shot deviation angle | 5° |
Initial grounded shot bias[Data3 4] | 0.01 |
Grounded bias increase per shot | 0.01 |
Grounded bias decrease rate | 0.015 |
Jump max shot deviation angle | 12° |
Initial jump shot bias | 0.4 |
Jump accuracy recover start | 25f |
Jump accuracy recover end | 70f |
Notes
- ↑ Interval between consecutive shots.
- ↑ Since effective range is the range in which the weapon deals maximum damage, this also functions as the time before the shot reaches its maximum range.
- ↑ Assumes the shot is fired parallel to the ground.
- ↑ "Bias" is an arbitrary coefficient between 0 and 1. A higher bias means shots are more likely to deviate, and are more likely to deviate at higher angles. A bias of 0 means shots are perfectly accurate regardless of max deviation angle, and a bias of 1 means that shots will always deviate at the maximum possible angle.