Damage Up: Difference between revisions
JoshieM818 (talk | contribs) (The difference between Damage Up and Object Shredder) |
JoshieM818 (talk | contribs) (Damage caps without the damage cap rule.) |
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Despite this, Damage Up does have several practical uses. Damage Up can reduce the effort needed to splat with variable-damage weapons. For instance, it allows chargers to splat with less charging. For instance, an [[E-liter 3K]] requires an 100% charge to splat opponents, but a full set of Damage Up gear can reduce this to 65%. Damage up can get an indirect blaster shot to do a maximum of 99.99 damage. If the target has taken even the tiniest bit of damage, the indirect shot will splat them. Even certain shooters can benefit from Damage Up. For example, with enough Damage Up, the [[Splattershot Pro]]'s individual shots can have their damage increased to 49.9 damage. While not a two hit kill, it will drastically reduce the time splat a target who is not at full health. | Despite this, Damage Up does have several practical uses. Damage Up can reduce the effort needed to splat with variable-damage weapons. For instance, it allows chargers to splat with less charging. For instance, an [[E-liter 3K]] requires an 100% charge to splat opponents, but a full set of Damage Up gear can reduce this to 65%. Damage up can get an indirect blaster shot to do a maximum of 99.99 damage. If the target has taken even the tiniest bit of damage, the indirect shot will splat them. Even certain shooters can benefit from Damage Up. For example, with enough Damage Up, the [[Splattershot Pro]]'s individual shots can have their damage increased to 49.9 damage. While not a two hit kill, it will drastically reduce the time splat a target who is not at full health. | ||
Without the damage cap rule, these would be the damage caps for different weapons: | |||
[[Splash-o-matic]], [[N-ZAP '85]], [[Mini Splatling]], [[Dual Squelcher]], [[Splattershot Jr.]], [[Heavy Splatling]], and [[Inkbrush]](Flick): 36.4, for a 3-hit splat. | |||
[[Aerospray MG]]: 31.85, for a 4-hit splat. | |||
[[Splattershot]] and [[Hydra Splatling]]: 45.5-still a 3-hit splat. | |||
[[Splattershot Pro]]: 54.6, for a 2-hit splat. | |||
[[Octobrush]] (flick): 48.1-still a 3-hit splat. | |||
[[Jet Squelcher]]: 40.3, for a 3-hit splat. | |||
[[.52 Gal]] and [[.96 Gal]]: 67.6-still a 2-hit splat. | |||
[[L-3 Nozzlenose]]: 37.7, for a 3-hit splat. | |||
[[Inkbrush]](bump): 26, for a 4-hit splat. | |||
[[H-3 Nozzlenose]]: 53.3, for a 2-hit splat. | |||
[[Rapid Blaster]], [[Rapid Blaster Pro]], and [[Bamboozler 14 Mk I]]: 104, for a 1-hit splat. | |||
[[Octobrush]] (bump): 32.5-still a 4-hit splat. | |||
[[Slosher]]: 91-still a 2-hit splat. | |||
[[Sloshing Machine]]: 98.8-still a 2-hit splat. | |||
[[Tri-Slosher]]: 80.6-still a 2-hit splat. | |||
== Gear == | == Gear == |
Revision as of 19:03, 17 February 2019
Damage Up increases damage of the player's main, sub, and special weapons by up to 30%. However, damage cannot go above the highest damage number to take the same number of hits to splat an Inkling, in contrast to Object Shredder. SquidForce gear has a 5x chance of rolling this ability.
In-depth Ability
Although having damage seems like it may give a player an advantage in combat, it is programmed into the game that no weapon can pass their innate "number of hits to splat" threshold. For example, the Aerospray MG has a base damage of 24.5, meaning that it takes five hits to splat an enemy Inkling. The game will not allow the Aerospray to splat in less than five hits. Therefore, Damage Up will cap the Aerospray's damage at 24.9, so it will still take five hits to splat. This rule applies to all weapons that take more than one hit to splat and deal fixed damage.
Use
Due to this rule programmed into the game, Damage Up appears to have very limited use. It is possible for the ability Defense Up to actually allow an Inkling to take an extra hit from certain weapons. This makes Damage Up ideal for countering opponents with Defense Up, but only if the weapon the player is using is on the lower threshold of the "number of hits to splat."
Despite this, Damage Up does have several practical uses. Damage Up can reduce the effort needed to splat with variable-damage weapons. For instance, it allows chargers to splat with less charging. For instance, an E-liter 3K requires an 100% charge to splat opponents, but a full set of Damage Up gear can reduce this to 65%. Damage up can get an indirect blaster shot to do a maximum of 99.99 damage. If the target has taken even the tiniest bit of damage, the indirect shot will splat them. Even certain shooters can benefit from Damage Up. For example, with enough Damage Up, the Splattershot Pro's individual shots can have their damage increased to 49.9 damage. While not a two hit kill, it will drastically reduce the time splat a target who is not at full health.
Without the damage cap rule, these would be the damage caps for different weapons: Splash-o-matic, N-ZAP '85, Mini Splatling, Dual Squelcher, Splattershot Jr., Heavy Splatling, and Inkbrush(Flick): 36.4, for a 3-hit splat. Aerospray MG: 31.85, for a 4-hit splat. Splattershot and Hydra Splatling: 45.5-still a 3-hit splat. Splattershot Pro: 54.6, for a 2-hit splat. Octobrush (flick): 48.1-still a 3-hit splat. Jet Squelcher: 40.3, for a 3-hit splat. .52 Gal and .96 Gal: 67.6-still a 2-hit splat. L-3 Nozzlenose: 37.7, for a 3-hit splat. Inkbrush(bump): 26, for a 4-hit splat. H-3 Nozzlenose: 53.3, for a 2-hit splat. Rapid Blaster, Rapid Blaster Pro, and Bamboozler 14 Mk I: 104, for a 1-hit splat. Octobrush (bump): 32.5-still a 4-hit splat. Slosher: 91-still a 2-hit splat. Sloshing Machine: 98.8-still a 2-hit splat. Tri-Slosher: 80.6-still a 2-hit splat.
Gear
Damage Up is the main ability of:
Name | Brand | Availability | Ability | Star power | Added in
| |
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CoroCoro Cap | Zekko | 8700 | Damage Up | 2.8.0 | ||
Legendary Cap | Cuttlegear | Level 50 | Damage Up | 2.0.0 | ||
Samurai Helmet | amiibo | Inkling Boy (Splatoon) | Damage Up | Initial Release (1.0.0) | ||
Snorkel Mask | Forge | 3000 | Damage Up | Initial Release (1.0.0) | ||
Squash Headband | Zink | 400 | Damage Up | Initial Release (1.0.0) |
Name | Brand | Availability | Ability | Star power | Added in
| |
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FC Albacore | Takoroka | 800 | Damage Up | 2.3.0 | ||
Navy College Sweat | Splash Mob | 800 | Damage Up | 2.0.0 | ||
Navy Striped LS | Splash Mob | 2300 | Damage Up | Initial Release (1.0.0) | ||
Part-Time Pirate | Tentatek | 800 | Damage Up | Initial Release (1.0.0) | ||
Rockenberg Black | Rockenberg | 800 | Damage Up | Initial Release (1.0.0) | ||
SQUID GIRL Tunic | The SQUID GIRL | 2000 | Damage Up | 2.0.0 | ||
Varsity Jacket | Zekko | 12000 | Damage Up | Initial Release (1.0.0) | ||
Zink Layered LS | Zink | 600 | Damage Up | Initial Release (1.0.0) |
Name | Brand | Availability | Ability | Star power | Added in
| |
---|---|---|---|---|---|---|
Bubble Rain Boots | Inkline | 450 | Damage Up | Initial Release (1.0.0) | ||
Cyan Trainers | Tentatek | 700 | Damage Up | Initial Release (1.0.0) | ||
Plum Casuals | Krak-On | 2000 | Damage Up | Initial Release (1.0.0) |
Stacking
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Damage Up reduces the lethal charge time of chargers.
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Damage Up increases the damage for blasters, having greater effect closer to center of the blast.
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Damage Up increases the 1-hit splatting range of rollers, especially the Dynamo Roller.
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Damage Up increases the damage per hit of 2-hit+ splat weapons to limits of 24.9, 33.3, 49.9, or 99.9.
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Damage Up increases the damage of sub weapons.
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]
Gallery
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A set of gear popularized for its Damage Up abilities.
Names in Other Languages
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