Douser Dualies FF: Difference between revisions
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The Douser Dualies FF were revealed in the [[Fresh Season 2024]] trailer on 13 February 2024 and will be released on 1 March 2024. Its kit consists of [[Ink Mine]]s and the [[Killer Wail 5.1]]. | The Douser Dualies FF were revealed in the [[Fresh Season 2024]] trailer on 13 February 2024 and will be released on 1 March 2024. Its kit consists of [[Ink Mine]]s and the [[Killer Wail 5.1]]. | ||
===Data=== | |||
<section begin=data3 />{{Shooter data S3 | |||
| mobility class = middle | |||
| matchmaking range = 19.1 | |||
| $type = spl__WeaponManeuverParam | |||
| ChangeFrameForField = 0 | |||
| ChangeFrameForPlayer = 0 | |||
| EndRadiusForField = 0.2 | |||
| EndRadiusForPlayer = 0.25 | |||
| FriendThroughFrameForPlayer = 0 | |||
| InitRadiusForField = 0.2 | |||
| InitRadiusForPlayer = 0.25 | |||
| ReduceEndFrame = 17 | |||
| ReduceStartFrame = 9 | |||
| ValueMax = 255 | |||
| ValueMin = 128 | |||
| FreeGravity = 0.016 | |||
| GoStraightStateEndMaxSpeed = 2.7 | |||
| GoStraightToBrakeStateFrame = 5 | |||
| SpawnSpeed = 2.8 | |||
| DegreeUseDepthScaleMin = 35 | |||
| DepthScaleMax = 2.24 | |||
| DepthScaleMaxBreakFree = 2.24 | |||
| DepthScaleMin = 1.31 | |||
| DepthScaleMinBreakFree = 1.12 | |||
| DistanceMiddle = 1.1 | |||
| WidthHalfFar = 1.77 | |||
| WidthHalfMiddle = 1.93 | |||
| WidthHalfNear = 1.93 | |||
| SplashDepthScaleMin = 1 | |||
| DepthMaxDropHeight = 3 | |||
| DepthMinDropHeight = 10 | |||
| WidthHalf = 1.38 | |||
| WidthHalfNearest = 1.932 | |||
| SpawnBetweenLength = 10 | |||
| SpawnNearestLength = 1.3 | |||
| SpawnNum = 2 | |||
| SplitNum = 8 | |||
| FallPeriodFirstFrameMax = 40 | |||
| FallPeriodFirstFrameMin = 20 | |||
| FallPeriodFirstTargetSpeed = 0.06 | |||
| FallPeriodLastFrameMax = 35 | |||
| FallPeriodLastFrameMin = 15 | |||
| FallPeriodSecondFrame = 10 | |||
| FallPeriodSecondTargetSpeed = 0.06 | |||
| FreeGravityType = value_0_008 | |||
| PaintRadiusFall = 0.66 | |||
| PaintRadiusGround = 0.6 | |||
| PaintRadiusShock = 1.3 | |||
| InkConsume = 0.014 | |||
| JumpDegBiasDecreaseStartFrame = 25 | |||
| JumpDegBiasEndFrame = 70 | |||
| JumpDegBiasMax = 0.4 | |||
| JumpDegSwerve = 8 | |||
| LapOverDegSwerve = 2.3 | |||
| LapOverRepeatFrame = 4 | |||
| MoveSpeed = 0.07 | |||
| RepeatFrame = 8 | |||
| ShotGuideFrame = 9 | |||
| StandDegBiasDecrease = 0.005 | |||
| StandDegBiasKf = 0.04 | |||
| StandDegBiasMax = 0.3 | |||
| StandDegBiasMin = 0.1 | |||
| StandDegSwerve = 2.5 | |||
}} | |||
====Rolling==== | |||
{{Dualies data S3 | |||
| CollisionLapOverParam $type = spl__BulletSimpleCollisionParam | |||
| ReduceEndFrame = 17 | |||
| ReduceStartFrame = 9 | |||
| ValueMax = 255 | |||
| ValueMin = 128 | |||
| MoveLapOverParam $type = spl__BulletSimpleMoveParam | |||
| GoStraightStateEndMaxSpeed = 2.7 | |||
| GoStraightToBrakeStateFrame = 5 | |||
| SpawnSpeed = 2.8 | |||
| SideStepParam $type = spl__PlayerSideStepParam | |||
| SideStepParam InkConsume = 0.12 | |||
| SlipMoveDistAir = 1.2 | |||
| SlipMoveDistGnd = 1.2 | |||
| PaintWidthHalf = 2 | |||
| UnrelaxFrameMove = 45 | |||
| UnrelaxFrameMoveLast = 45 | |||
| UnrelaxFrameNoSideStep = 45 | |||
| UnrelaxFrameNoSideStepLast = 45 | |||
| UnrelaxFrameNoSquid = 45 | |||
| UnrelaxFrameNoSquidLast = 45 | |||
| UnrelaxFrameNoWeapon = 6 | |||
| UnrelaxFrameNoWeaponLast = 6 | |||
| UnrelaxFrameOneMuzzle = 45 | |||
| UnrelaxFrameOneMuzzleLast = 45 | |||
| SplashSpawnLapOverParam $type = spl__BulletSplashShooterSpawnParam | |||
| SpawnBetweenLength = 9 | |||
| SpawnNearestLength = 1.1 | |||
| SpawnNum = 1.5 | |||
| SplitNum = 8 | |||
| WeaponParam $type = spl__WeaponManeuverParam | |||
| WeaponParam InkConsume = 0.014 | |||
| JumpDegBiasDecreaseStartFrame = 25 | |||
| JumpDegBiasEndFrame = 70 | |||
| JumpDegBiasMax = 0.4 | |||
| JumpDegSwerve = 8 | |||
| LapOverDegSwerve = 2.3 | |||
| LapOverRepeatFrame = 4 | |||
| MoveSpeed = 0.07 | |||
| PreDelayFrameSquidShot = 4 | |||
| RepeatFrame = 8 | |||
| ShotGuideFrame = 9 | |||
| StandDegBiasDecrease = 0.005 | |||
| StandDegBiasKf = 0.04 | |||
| StandDegBiasMin = 0.1 | |||
| StandDegSwerve = 2.5 | |||
| spl__SpawnBulletAdditionMovePlayerParam $type = spl__SpawnBulletAdditionMovePlayerParam | |||
| ZRate = 2 | |||
| MoveFrame = 16 | |||
}} | |||
<ref>[https://leanny.github.io/splat3/database.html ''Splatoon 3'' - Weapon and gear database]</ref><ref>[https://leanny.github.io/splat3/parameters.html ''Splatoon 3'' - Parameter Database]</ref><section end=data3 /> | |||
===Quotes=== | ===Quotes=== |
Revision as of 01:06, 26 February 2024
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Douser Dualies FF are upcoming main weapons in Splatoon 3, made by Custom. They are a pair of Dualies with low damage. Shooting while standing, the Douser Dualies have a long range but middling fire rate. They can perform only one dodge roll[1]. Shooting after the dodge roll the firing rate increases dramatically, at the expense of a shorter range.
Appearance
The Douser Dualies FF appear as a set of dualies with miniature fire extinguishers on the bottom. They have yellow warning labels and instructions on the red canisters, and silver and red nozzles at the firing ends of the dualies. They are designed like the nozzles of firefighting hoses, with a switchable nozzles representing the two firing modes.
Splatoon 3
Basic information | |
---|---|
Category | Main |
Class | Dualie |
Sub | Ink Mine |
Special | Killer Wail 5.1 |
Special points | 200p |
Range | |
Damage | |
Mobility | |
Obtainable at | |
Level | 22 |
Added in | Fresh Season 2024 (7.0.0) |
Specifications | |
Base damage | 25.5 40 ( SRNW) |
The Douser Dualies FF were revealed in the Fresh Season 2024 trailer on 13 February 2024 and will be released on 1 March 2024. Its kit consists of Ink Mines and the Killer Wail 5.1.
Data
- The Douser Dualies FF is a middleweight weapon.
- The matchmaking range is 19.1. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
- The ink consumption is 1.4% per shot, allowing the user to fire for 9.52 seconds on a full ink tank.
- When firing continuously, it shoots a bullet every 8 frames (7.5 shots per second).
- When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes 12 frames to come out.
- The interval between firing the weapon and being able to enter swim form or use a sub weapon is 4 frames.
- When firing while moving, the player's movement speed is set to 0.07 units per frame.
- After firing, there is a 20 frame cooldown before the ink tank starts refilling.
- Each shot has a base damage of 25.5 and minimum damage of 12.8.
- If a shot is in the air for more than 9 frames after being fired, it will lose about 1.59 damage per frame until it reaches 12.8 damage at frame 17.
- The bullet hitbox for collisions with players has a radius of 0.25 units.
- The bullet hitbox for collisions with the environment has a radius of 0.2 units.
- The weapon starts off having a 10% chance to shoot towards the outer reticle instead of the inner reticle.
- This chance increases by 2% per shot, and maximizes at a 25% chance to shoot towards the outer reticle, meaning that it takes 8 shots to reach minimum accuracy.
- Accuracy starts recovering 8 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by Expression error: Unrecognized punctuation character "{".% per frame, if the chance is not already at the minimum, meaning that it takes Expression error: Unrecognized punctuation character "{". frames to reach maximum accuracy. (Expression error: Unrecognized punctuation character "{". after shooting while jumping.)
- Shots initially travel straight at a rate of 2.8 units per frame for 5 frames. Shots travel straight for 14 distance units.
- After that, the shot's velocity is set to 2.7 units per frame if it is not already lower than the listed value, and it loses 36% 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 17.99 units.
- This number may vary at different firing angles.
Rolling
- Each roll consumes 12% of the ink tank capacity.
- The user can roll 2 times without interruption. After this, there is a delay before the player can roll again.
- Rolls cover an initial distance of 4.0 units during the rolling animation, plus an additional 1.2 units of sliding afterwards.
- After performing a roll, it shoots a bullet every 4 frames.
- The ink consumption per shot remains the same, so the player can fire for Expression error: Unrecognized punctuation character "{". seconds on a full ink tank after rolling.
- After rolling, each shot has a base damage of 25.5.
- If a shot is in the air for more than 9 frames after being fired, it will lose about 1.59 damage per frame until it reaches 12.8 damage at frame 17.
- The angle its shots can deviate in the post-roll state is 2.3 degrees.
- After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
- The Douser Dualies FF cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
- The rolling state can be broken down as follows:
- After a 4 frame startup, the roll animation lasts for 16 frames, after which a second roll can be inputted, if available.
- After the roll completes, it takes 6 frames before the weapon can be fired. After an additional 39 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
- In total, this takes 65 frames.
- After rolling, shots initially travel straight at a rate of 2.8 units per frame for 5 frames. Shots travel straight for 14 distance units.
- After that, the shot's velocity is set to 2.7 units per frame if it is not already lower than the listed value, and it loses 36% 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 17.99 units.
- This number may vary when firing at different angles.
- Rolling creates a pool of ink with a radius of 2 units.
Quotes
“ | Say hello to the latest in dualie tech, the Douser Dualies[sic]! This weapon features a unique adjustable nozzle that can be switched depending on the situation. |
” |
Gallery
-
Promo render
-
An Inkling wielding the Douser Dualies FF.
-
Using the Douser Dualies FF in a dodge roll.
-
Model of the Douser Dualies FF rotating (link to file)
-
Weapon demonstration video (link to file)
Etymology
"FF" likely stands for "firefighting", given its extinguisher-like appearance and its names in other languages.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | ガエンFF Gaen FF |
From 臥煙 gaen (a term for local firefighters in the Edo period) + English firefighter(s) |
Dutch | Blusknallers BW | From blussen ("to extinguish") and dubbelknallers ("dualies") + brandweer ("fire department") |
French | Double ignifugeur | Double Fire-proofer (from ignifuger = to fire-proof) |
German | Lösch-Doppler FW | From löschen ("to extinguish") and Doppler ("Doubler") + Feuerwehr ("fire department") |
Italian | Repolper estintori FF | (From Revolver + "polpo" = octopus) extinguisher FF |
Spanish (NOE) | Extintor Dual FF | Dual Extinguisher FF |
Chinese (Traditional) | 滅熄FF miè xī FF (Mandarin) mit6 sik1 FF (Cantonese) |
Extinguishing FF |
Korean | 소방 FF sobang FF |
Firefighting FF |