User:XarrotD/newdata: Difference between revisions
From Inkipedia, the Splatoon wiki
No edit summary |
(Added dualies table) |
||
Line 1: | Line 1: | ||
==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]].'' | ||
<div style="display: flex; gap:10px; flex-wrap: wrap; justify-content: center"> | <div style="display: flex; gap:10px; flex-wrap: wrap; justify-content: center"> | ||
Line 74: | Line 75: | ||
<div class="mw-collapsible mw-collapsed"> | <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 | 5° |
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
- ↑ Interval between consecutive shots.
- ↑ Number of frames before the first shot comes out when firing from human form.
- ↑ Number of frames before the first shot comes out when firing from swim form.
- ↑ Number of frames before the user can enter swim form or use a sub weapon after they stop firing.
- ↑ 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.
- ↑ Assumes the shot is fired parallel to the ground.
- ↑ "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.
- ↑ 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.
- ↑ 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
- ↑ Distance in which the rolls cover, including a brief sliding period after the roll animation completes.
- ↑ Frames in which the user is in a crouching animation before the roll initiates.
- ↑ If another roll is available, the user can use it as soon as this animation is done.
- ↑ Number of frames before the user can shoot after the roll animation completes.
- ↑ Number of frames before the user can move around (but not swim) after the roll animation completes.
- ↑ Number of frames before the user can enter swim form after the roll animation completes.
- ↑ 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.
- ↑ Number of frames before the user regains their rolls after the roll animation completes.