User:XarrotD/newdata: Difference between revisions

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==Splattershot==
''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]].''
''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]].''
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<div class="mw-collapsible mw-collapsed">
<references group="Data3"/>
<references group="Data3"/>
</div>
==Splat Dualies==
<div style="display: flex; gap:10px; flex-wrap: wrap; justify-content: center">
{| class="wikitable sitecolor-s3"
! colspan="2" | Roll stats
|-
| Roll Ink Consumption || 7%
|-
| Roll Distance<ref group="dual">Distance in which the rolls cover, including a brief sliding period after the roll animation completes.</ref> || 5.0DU
|-
| Roll Startup Frames<ref group="dual">Frames in which the user is in a crouching animation before the roll initiates.</ref> || 4f
|-
| Roll Animation Frames<ref group="dual">If another roll is available, the user can use it as soon as this animation is done.</ref> || 12f
|-
| Post-Roll Shooting Cooldown<ref group="dual">Number of frames before the user can shoot after the roll animation completes.</ref> || 4f
|-
| Post-Roll Movement Cooldown<ref group="dual">Number of frames before the user can move around (but not swim) after the roll animation completes.</ref> || 28f
|-
| Post-Roll Swim Cooldown<ref group="dual">Number of frames before the user can enter swim form after the roll animation completes.</ref> || 28f
|-
| Post-Roll Single Muzzle Duration<ref group="dual">Number of frames where the user will be forced to maintain the post-roll bullet stats. The user must also move before this is canceled.</ref> || 28f
|-
| Roll Recharge Frame <ref group="dual">Number of frames before the user regains their rolls after the roll animation completes.</ref> || 28f
|-
|}
</div>
=== Notes ===
<div class="mw-collapsible mw-collapsed">
<references group="dual"/>
</div>
</div>

Latest revision as of 18:15, 5 May 2024

Splattershot

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
Base movement speed (human) 0.096DU/f
Maximum movement speed (human) 0.144DU/f
Base movement speed (firing) 0.072DU/f
Maximum movement speed (firing) 0.09DU/f
First shot delay (human)[Data3 2] 3f
First shot delay (swim)[Data3 3] 11f
Post shoot delay[Data3 4] 4f
Bullet specifications
Hitbox size (Player) 0.2
Hitbox size (Stage) 0.2
Maximum damage 36
Minimum damage 18
Damage reduction start[Data3 5] 8f
Damage reduction end 40f
Effective range[Data3 6] 10.94DU
Bullet deviation
Ground max shot deviation angle
Initial grounded shot bias[Data3 7] 0.01
Grounded bias increase per shot 0.01
Grounded bias decrease rate[Data3 8] 0.015
Jump max shot deviation angle 12°
Initial jump shot bias 0.4
Jump accuracy recover start[Data3 9] 25f
Jump accuracy recover end 70f

Notes

  1. Interval between consecutive shots.
  2. Number of frames before the first shot comes out when firing from human form.
  3. Number of frames before the first shot comes out when firing from swim form.
  4. Number of frames before the user can enter swim form or use a sub weapon after they stop firing.
  5. 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.
  6. Assumes the shot is fired parallel to the ground.
  7. "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.
  8. Rate in which the bias decreases per frame when the user stops firing the weapon. Bias decrease stops once it resets back to the initial value.
  9. Frame in which the shot deviation begins to decrease after jumping.

Splat Dualies

Roll stats
Roll Ink Consumption 7%
Roll Distance[dual 1] 5.0DU
Roll Startup Frames[dual 2] 4f
Roll Animation Frames[dual 3] 12f
Post-Roll Shooting Cooldown[dual 4] 4f
Post-Roll Movement Cooldown[dual 5] 28f
Post-Roll Swim Cooldown[dual 6] 28f
Post-Roll Single Muzzle Duration[dual 7] 28f
Roll Recharge Frame [dual 8] 28f

Notes

  1. Distance in which the rolls cover, including a brief sliding period after the roll animation completes.
  2. Frames in which the user is in a crouching animation before the roll initiates.
  3. If another roll is available, the user can use it as soon as this animation is done.
  4. Number of frames before the user can shoot after the roll animation completes.
  5. Number of frames before the user can move around (but not swim) after the roll animation completes.
  6. Number of frames before the user can enter swim form after the roll animation completes.
  7. Number of frames where the user will be forced to maintain the post-roll bullet stats. The user must also move before this is canceled.
  8. Number of frames before the user regains their rolls after the roll animation completes.