File:Damage Up Rainmaker Shooters.png
Original file (2,230 × 1,400 pixels, file size: 531 KB, MIME type: image/png)
Formula
All time values were calculated using frame data, and confirmed through testing.
First, damage values for all possible amounts of Damage Up are calculated. When attacking the Rainmaker's Shield, damage limits do not apply. For example, the Rapid Blaster is no longer limited to doing a max damage per shot of 99.9.
x = Ability Points = 10*Mains+3*Subs
D = Damage = [base damage]*(1+(0.99*x-(0.09*x)^2)/100)
Weapon | Base Damage | F1 | F2 | F3 |
---|---|---|---|---|
.52 Gal | 52 | 3 | 9 | |
.96 Gal | 52 | 12 | ||
Aerospray | 24.5 | 4 | ||
Dual Squelcher | 28 | 6 | ||
Jet Squelcher | 31 | 8 | ||
N-ZAP | 28 | 5 | ||
Splash-o-matic | 28 | 5 | ||
Splattershot | 35 | 6 | ||
Splattershot Jr. | 28 | 5 | ||
Splattershot Pro | 41 | 8 | ||
Sploosh-o-matic | 38 | 5 | ||
H-3 Nozzlenose | 42 | 5 | 22 | |
L-3 Nozzlenose | 29 | 4 | 12 |
Then the number of shots required to pop the Rainmaker's Shield at all possible amounts of Damage Up is calculated. Additionally for Nozzlenoses, the number of bursts is calculated. The Shield has 1000 hit points, but many weapons have damage multipliers applied when attacking the Shield. The L-3 Nozzlenose has the multiplier M = 1.2, and the H-3 Nozzlenose has M = 1.4. The game does not apply a multiplier to any other shooters. The ROUNDUP(,0) function is used to round values up to an integer, because there is never a fraction of a shot.
S = Shots Required to Pop Shield = ROUNDUP(1000/(D*M),0)
B = Nozzlenose Bursts Required to Pop Shield = ROUNDUP(S/3,0)
Frame data and S (and B for Nozzlenoses) are then used to calculate the time it takes to pop the shield. F1 and F2 are divided by 60 so that the resulting values are in seconds. In Splatoon, there are 60 frames per second. One shot is subtracted from S, because F1 accounts for the time it takes for the first shot to be fired. In the interest of consistency and easier testing, the time it takes for shots to travel to the Shield is not accounted for; in reality, it will take a bit more time than shown on the graph unless the player is standing right next to the shield.
F1 = Frames between pressing the fire button and a shot being fired. "Shot being fired" is defined here as when a blob of ink first appears, specifically the blob of ink that will hit the Shield, not any other ink visuals that appear around the weapon as part of the firing animation. For all shooters, F1 was observed to be 3 frames.
F2 = Frames between each shot being fired. For Nozzlenoses, each burst has 3 bullets, so this is the time between each bullet in a burst being fired.
F3 = Frames between the last shot in a Nozzlenose burst being fired and the first shot of the next burst being fired. Because Nozzlenoses are semi-automatic weapons, these values may be vary based on how well a player times the button presses.
T = Time Required to Pop Shield = (F1/60)+(S-1)*(F2/60)
For Nozzlenoses, T = (F1/60)+F2*(S-B)+(B-1)*(F3/60)
Example calculation for the Splattershot with 3 Mains of Damage Up:
Mains = 3. Subs = 0.
x = 10*3+3*0 = 30
Base Damage = 35
D = 35*(1+(0.99*30-(0.09*30)^2)/100) = 42.8435
S = ROUNDUP(1000/42.8435,0) = 24
F1 = 3. F2 = 6.
T = (3/60)+(24-1)*(6/60) = 2.35 seconds.
File history
Click on a date/time to view the file as it appeared at that time.
Date/Time | Thumbnail | Dimensions | User | Comment | |
---|---|---|---|---|---|
current | 23:02, 13 September 2016 | 2,230 × 1,400 (531 KB) | Heddy (talk | contribs) | fixed rounding error | |
19:08, 11 September 2016 | 2,383 × 1,500 (565 KB) | Heddy (talk | contribs) | small fixes | ||
15:33, 11 September 2016 | 2,415 × 1,500 (557 KB) | Heddy (talk | contribs) |
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