Damage

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Revision as of 20:18, 7 June 2016 by Heddy (talk | contribs) (wording)
For the Damage increasing ability, see Damage Up.
For the Damage decreasing ability, see Defense Up.

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.

Damage Up vs. Defense Up

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.

Falloff Damage

[1]

If a player is fighting outside of the effective range of their weapon, falloff damage will occur. This means the damage dealt will be less, often making it necessary to hit an opponent extra times to splat them. This happens because ink is less lethal when it loses velocity, which happens if a player is fighting outside of the effective range of their weapon. When a player is fighting at effective range, a crosshair will appear when they point their aiming reticle at someone.

The Slosher and Tri-Slosher are least likely to experience difficulties related to falloff damage because their damage starts very high. Blasters, Chargers, and the Sloshing Machine are not affected by falloff damage at all. Falloff damage can be mitigated by using Damage Up abilities.

Benefits of Reaching Damage Limits

Five-hit weapons have a damage limit at 24.9, four-hit weapons at 33.3, three-hit weapons at 49.9, and two-hit weapons at 99.9. 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.

The closer the player is to reaching the damage limit, the higher the chance to need one less hit-to-splat if the enemy steps on the player's ink.

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.

For damage limits on other weapons, see the chart below.

List of damage and related stats

[2]

Special Weapons are discussed in their own article.

Weapon type Weapon Damage per hit Damage per second Hits to kill Seconds to kill Notes
Sub Splat Bomb* 180 1
Sub Burst Bomb* 60 2
Sub Suction Bomb* 180 1
Sub Splash Wall 100 1
Sub Sprinkler 30 4
Sub Seeker* 180 1
Sub Ink Mine* 180 1
Shooter Custom Splattershot Jr., Splattershot Jr. 28 336 4 0.32
Shooter Splattershot, Tentatek Splattershot, Hero Shot Replica, Octoshot Replica, Wasabi Splattershot 35 350 3 0.25
Shooter Splattershot Pro, Forge Splattershot Pro, Berry Splattershot Pro 42 336 3 0.32
Shooter Aerospray MG, Aerospray RG, Aerospray PG 24.5 367.5 5 0.32
Shooter Jet Squelcher, Custom Jet Squelcher 31 240 4 0.45
Shooter Dual Squelcher, Custom Dual Squelcher 28 297 4 0.35
Shooter L-3 Nozzlenose, L-3 Nozzlenose D 29 4
Shooter H-3 Nozzlenose, H-3 Nozzlenose D, Cherry H-3 Nozzlenose 41 3
Shooter N-ZAP '85, N-ZAP '89, N-ZAP '83 28 336 4 0.32
Shooter Splash-o-matic, Neo Splash-o-matic 28 336 4 0.32
Shooter Sploosh-o-matic, Neo Sploosh-o-matic, Sploosh-o-matic 7 38 456 3
Shooter .52 Gal, .52 Gal Deco 52 348 2 0.2
Shooter .96 Gal, .96 Gal Deco 62 328 2 0.27
Shooter Blaster, Custom Blaster 125 185 1 0.22
Shooter Rapid Blaster, Rapid Blaster Deco 80 151 2 0.77
Shooter Range Blaster, Custom Range Blaster, Grim Range Blaster 125 1
Shooter Luna Blaster, Luna Blaster Neo 125 218 1 0.22
Charger Splat Charger, Kelp Splat Charger, Hero Charger Replica, Bento Splat Charger 40-160 140-200 1-3
Charger Splatterscope, Kelp Splatterscope, Bento Splatterscope 40-160 140-200 1-3
Charger E-liter 3K, Custom E-liter 3K 40-180 80-200 1-3
Charger E-liter 3K Scope, Custom E-liter 3K Scope 40-180 80-200 1-3
Charger Classic Squiffer, New Squiffer, Fresh Squiffer 40-140 120-200 1-3
Charger Bamboozler 14 Mk I, Bamboozler 14 Mk II, Bamboozler 14 Mk III 30-80 2-4
Roller (Squish) Splat Roller, Krak-On Splat Roller, Hero Roller Replica, CoroCoro Splat Roller 140 224 1
Roller (Squish) Carbon Roller, Carbon Roller Deco 70 2
Roller (Squish) Dynamo Roller, Gold Dynamo Roller, Tempered Dynamo Roller 160 320 1
Roller (Squish) Inkbrush, Inkbrush Nouveau, Permanent Inkbrush 20 70 5
Roller (Squish) Octobrush, Octobrush Nouveau 25 4
Roller (Flick) Splat Roller*, Krak-On Splat Roller*, Hero Roller Replica*, CoroCoro Splat Roller* 200 257 1 0.389
Roller (Flick) Carbon Roller*, Carbon Roller Deco* 180 1 0.233
Roller (Flick) Dynamo Roller*, Gold Dynamo Roller*, Tempered Dynamo Roller* 260 280 1 0.78
Roller (Flick) Inkbrush*, Inkbrush Nouveau*, Permanent Inkbrush* 28 4 0.43
Roller (Flick) Octobrush*, Octobrush Nouveau* 37 3
Slosher Slosher, Slosher Deco, Soda Slosher 70 2
Slosher Tri-Slosher, Tri-Slosher Nouveau 62 2
Slosher Sloshing Machine, Sloshing Machine Neo 76 2
Splatling Mini Splatling, Zink Mini Splatling, Refurbished Mini Splatling 28 4
Splatling Heavy Splatling, Heavy Splatling Deco, Heavy Splatling Remix 28 4
Splatling Hydra Splatling, Custom Hydra Splatling 35 3

*maximum damage, ie. direct hit

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]

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