Template:Shooter data S3: Difference between revisions

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(Added default value for RepeatFrame and ink consumption speed)
(Added a proper effective range stat and info)
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}}{{#if: {{{GoStraightStateEndMaxSpeed|}}} |
}}{{#if: {{{GoStraightStateEndMaxSpeed|}}} |
** After that, the shot's velocity is set to {{{GoStraightStateEndMaxSpeed}}} units per frame if it is not already lower than the listed value, and decreases further as it travels.
** After that, the shot's velocity is set to {{{GoStraightStateEndMaxSpeed}}} units per frame if it is not already lower than the listed value, and it loses {{#expr: {{{BrakeAirResist|0.365}}} * 100}}% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
 
}}{{#if: {{{ReduceStartFrame|}}} |
** The effective range is about {{#expr: {{{SpawnSpeed}}} * {{{GoStraightToBrakeStateFrame}}} + ({{{GoStraightStateEndMaxSpeed}}} * (1 - {{{BrakeAirResist|0.365}}}) * (1 - ((1 - {{{BrakeAirResist|0.365}}}) ^ ({{{ReduceStartFrame}}} - {{{GoStraightToBrakeStateFrame}}}))) / {{{BrakeAirResist|0.365}}}) round 2}} units.
*** This number may vary when firing at different angles.


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Revision as of 02:59, 19 May 2023

This template takes shooter weapon parameters as input and generates a list of facts about the weapon.

Notes

The "effective range" of a weapon seems to be determined by how far a weapon's shots will travel within a certain time frame, and for almost every weapon this value is set to the same time frame as the beginning of damage falloff, not how long the weapon travels straight. However, the deceleration of a shot after it finishes its straight state appears to be controlled by a default variable that we cannot see. If we can figure out what this variable is, we can come up with exact measurements for every shooter's effective range.

It appears as though when a shot ends its straight state, it will lose about 30-40% of its speed per frame, including the first frame after it stops flying straight.

Example

  • The ink consumption is 0.92% per shot, allowing the user to fire for 10.87 seconds on a full ink tank.
  • When firing continuously, it shoots a bullet every 6 frames (10 shots per second).
  • When firing while moving, the player's movement speed is set to 0.072 units per frame.
  • Each shot has a base damage of 36 and minimum damage of 18.
  • If a shot is in the air for more than 8 frames after being fired, it loses 0.5625 damage per frame until it reaches 18 damage at frame 40.
  • The bullet hitbox for collisions with players has a radius of 2 units.
  • The bullet hitbox for collisions with the environment has a radius of 2 units.
  • The angle its shots can deviate while on the ground is 6 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Shots initially travel straight at a rate of 2.2 units per frame for 4 frames. Shots travel straight for 8.8 distance units.
    • After that, the shot's velocity is set to 1.4495 units per frame if it is not already lower than the listed value, and it loses 36.5% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
    • The effective range is about 10.91 units.
      • This number may vary when firing at different angles.

External links