File:Damage Up Rainmaker Charger Splatling Chart.png

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DescriptionAn ability chart
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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.

D = Damage = [base damage] × (1 + ( ) / 100)

Weapon Base Damage F1 F2
Bamboozler 14 80 21 27
Squiffer 140 46 52
Splat Charger 160 61 67
E-liter 3K 180 94 100
Mini Splatling 28 28 4
Heavy Splatling 28 76 4
Hydra Splatling 35 136 4

Then the number of shots (S) required to pop the Rainmaker's Shield at all possible amounts of Damage Up is calculated. The Shield has 1000 hit points, but many weapons have damage multipliers (M) applied when attacking the Shield. Chargers have M = 2.8, and Splatlings do not have a multiplier.

S = Shots Required to Pop Shield = 1000 / (D × M)

S values should be rounded up to a whole number, because there is never a fraction of a shot. Frame data and S are then used to calculate the time it takes to pop the shield. Frame data (F1 and F2) is divided by 60 so that the resulting time values are in seconds. One shot is subtracted from S, because F1 already accounts for the time it takes for the first shot to be charged. 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. The Mini Splatling needs two charges to pop the shield, so double F1 when calculating for that weapon.

F1 = Frames between pressing the fire button and the weapon being fully charged.

F2 = For splatlings, this is the number of frames it takes for each bullet after the first to be shot. For chargers, this is the number of frames between releasing the fire button and the next shot being fully charged, which was observed to always be 6 frames more than the initial charge; that 6 frames is the time it takes for the shot to be fired and the weapon to start charging again.

T = Time Required to Pop Shield = (F1 / 60) + (S − 1) × (F2 / 60)

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Date/TimeThumbnailDimensionsUserComment
current12:04, 17 September 2016Thumbnail for version as of 12:04, 17 September 20162,196 × 1,400 (412 KB)Heddy (talk | contribs)

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