User:XarrotD/newdata: Difference between revisions

From Inkipedia, the Splatoon wiki
(created WIP data section proposal)
 
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<div style="display: flex; gap:40px; flex-wrap: wrap; justify-content: center">
''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 || 0.072
| 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="4" | Bullet specifications
! colspan="2" | Bullet specifications
|-
|-
| Hitbox size (Player) || colspan="3" | 0.2
| Hitbox size (Player) || 0.2
|-
|-
| Hitbox size (Stage) || colspan="3" | 0.2
| Hitbox size (Stage) || 0.2
|-
|-
! colspan="4" | Physics
| Maximum damage || 36
|-
|-
! colspan="4" | Straight state
| Minimum damage || 18
|-
|-
| Initial velocity || colspan="3" | 2.2
| 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
|-
|-
| Duration || colspan="3" | 4f
| Damage reduction end || 40f
|-
|-
! colspan="4" | Brake state
| Effective range<ref group="Data3">Assumes the shot is fired parallel to the ground.</ref> || 10.94DU
|-
|}
| Max velocity || colspan="3" | 1.4495
{| class="wikitable sitecolor-s3"
|-
! colspan="2" | Bullet deviation
| Air resistance || colspan="3" | 36%
|-
| Gravity || colspan="3" | 0.07
|-
! colspan="4" | Free state
|-
| Y velocity threshold || colspan="3" | -0.15
|-
|-
| Air resistance || colspan="3" | 2%
| Ground max shot deviation angle ||
|-
|-
| Gravity || colspan="3" | 0.016
| 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
|-
|-
! colspan="4" | Shot lifespan data
| Grounded bias increase per shot || 0.01
|-
|-
! Frame !! Distance !! Damage !! Note
| Grounded bias decrease rate || 0.015
|-
|-
| 0 || 0 || 36 || Shot flies in straight state with no air resistance or gravity.
| Jump max shot deviation angle || 12°
|-
|-
| 4 || 8.8 || 36 || Brake state begins. Free state can be entered if the Y velocity falls below the free state Y velocity threshold.
| Initial jump shot bias || 0.4
|-
|-
| 8 || ~10.94 || 36 || "Effective" range. Crosshair is placed at this position. Damage is reduced by 0.56 per frame.
| Jump accuracy recover start || 25f
|-
|-
| 40 || || 18 || Damage reduction ends.
| 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
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

  1. Interval between consecutive shots.
  2. 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.
  3. Assumes the shot is fired parallel to the ground.
  4. "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.