Damage Up: Difference between revisions

From Inkipedia, the Splatoon wiki
m (Updating infobox)
m (Specified game in the stacking table.)
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== Gear ==
== Gear ==
Damage Up is the main ability of:  
Damage Up is the main ability of:  


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== Stacking ==
== Stacking ==
{{Stacking
{{Stacking
|ability={{PAGENAME}}
|game=Splatoon
|ability=Damage Up
|bonustitle=Increase in damage output
|bonustitle=Increase in damage output
|main0sub0=0%
|main0sub0=0%
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{{clr}}
{{clr}}
<gallery>
<gallery>
Damage Up Chargers Chart.png|{{PAGENAME}} reduces the lethal charge time of [[chargers]].
Damage Up Chargers Chart.png|Damage Up reduces the lethal charge time of [[chargers]].
Damage Up Blast Chart.png|{{PAGENAME}} increases the damage for [[blasters]], having greater effect closer to center of the blast.
Damage Up Blast Chart.png|Damage Up increases the damage for [[blasters]], having greater effect closer to center of the blast.
Damage Up Roller Range Chart.png|{{PAGENAME}} increases the 1-hit splatting range of [[rollers]], especially the [[Dynamo Roller]].
Damage Up Roller Range Chart.png|Damage Up increases the 1-hit splatting range of [[rollers]], especially the [[Dynamo Roller]].
Damage Up 2HKO+ Chart.png|{{PAGENAME}} increases the damage per hit of 2-hit+ splat weapons to limits of 24.9, 33.3, 49.9, or 99.9.
Damage Up 2HKO+ Chart.png|Damage Up increases the damage per hit of 2-hit+ splat weapons to limits of 24.9, 33.3, 49.9, or 99.9.
Damage Up Sub Weapon Chart.png|{{PAGENAME}} increases the damage of [[sub weapons]].  
Damage Up Sub Weapon Chart.png|Damage Up increases the damage of [[sub weapons]].  
</gallery>
</gallery>
===Calculating Damage===
===Calculating Damage===

Revision as of 23:12, 21 January 2018

Damage Up
Damage Up
Applicable gear
Favored by
Unfavored by

Damage Up increases damage of the player's main, sub, and special weapons by up to 30%. SquidForce gear has a 5x chance of rolling this ability.

In-depth Ability

Although having damage seems like it may give a player an advantage in combat, it is programmed into the game that no weapon can pass their innate "number of hits to splat" threshold. For example, the Aerospray MG has a base damage of 24.5, meaning that it takes five hits to splat an enemy Inkling. The game will not allow the Aerospray to splat in less than five hits. Therefore, Damage Up will cap the Aerospray's damage at 24.9, so it will still take five hits to splat. This rule applies to all weapons that take more than one hit to splat and deal fixed damage.

Use

Due to this rule programmed into the game, Damage Up has very limited use. However, it is possible for the ability Defense Up to actually allow an Inkling to take an extra hit from certain weapons. This makes Damage Up ideal for countering opponents with Defense Up, but only if the weapon the player is using is on the lower threshold of the "number of hits to splat." If the weapon is higher on that threshold, or if the weapon kills in one hit, then Defense Up would not matter anyway, making Damage Up useless.

Damage Up can, however, reduce the effort needed to splat with variable-damage weapons. For instance, it allows chargers to splat with less charging. For instance, an E-liter 3K requires an 100% charge to splat opponents, but a full set of Damage Up gear can reduce this to 65%.

Gear

Damage Up is the main ability of:

Headgear with Damage Up in Splatoon
Name Brand Availability Ability Star power Added in

CoroCoro Cap CoroCoro Cap Zekko Zekko Cash 8700 Damage Up 2.8.0
Legendary Cap Legendary Cap Cuttlegear Cuttlegear Level 50 Damage Up 2.0.0
Samurai Helmet Samurai Helmet amiibo amiibo amiibo Inkling Boy Inkling Boy (Splatoon) Damage Up Initial Release (1.0.0)
Snorkel Mask Snorkel Mask Forge Forge Cash 3000 Damage Up Initial Release (1.0.0)
Squash Headband Squash Headband Zink Zink Cash 400 Damage Up Initial Release (1.0.0)
Clothing with Damage Up in Splatoon
Shoes with Damage Up in Splatoon
Name Brand Availability Ability Star power Added in

Bubble Rain Boots Bubble Rain Boots Inkline Inkline Cash 450 Damage Up Initial Release (1.0.0)
Cyan Trainers Cyan Trainers Tentatek Tentatek Cash 700 Damage Up Initial Release (1.0.0)
Plum Casuals Plum Casuals Krak-On Krak-On Cash 2000 Damage Up Initial Release (1.0.0)

Stacking

Abilities Increase in damage output
None 0%
Main: 0, Sub: 1 2.9%
Main: 0, Sub: 2 5.6%
Main: 0, Sub: 3 8.3%
Main: 1, Sub: 0 9.1%
Main: 0, Sub: 4 10.7%
Main: 1, Sub: 1 11.5%
Main: 0, Sub: 5 13.0%
Main: 1, Sub: 2 13.8%
Main: 0, Sub: 6 15.2%
Main: 1, Sub: 3 15.9%
Main: 2, Sub: 0 16.6%
Main: 0, Sub: 7 17.2%
Main: 1, Sub: 4 17.9%
Main: 2, Sub: 1 18.5%
Main: 0, Sub: 8 19.1%
Main: 1, Sub: 5 19.7%
Main: 2, Sub: 2 20.3%
Main: 0, Sub: 9 20.8%
Main: 1, Sub: 6 21.4%
Main: 2, Sub: 3 21.9%
Main: 3, Sub: 0 22.4%
Main: 1, Sub: 7 22.9%
Main: 2, Sub: 4 23.4%
Main: 3, Sub: 1 23.8%
Main: 1, Sub: 8 24.3%
Main: 2, Sub: 5 24.7%
Main: 3, Sub: 2 25.1%
Main: 1, Sub: 9 25.5%
Main: 2, Sub: 6 25.9%
Main: 3, Sub: 3 26.3%
Main: 2, Sub: 7 27.0%
Main: 3, Sub: 4 27.3%
Main: 2, Sub: 8 27.9%
Main: 3, Sub: 5 28.1%
Main: 2, Sub: 9 28.6%
Main: 3, Sub: 6 28.9%
Main: 3, Sub: 7 29.4%
Main: 3, Sub: 8 29.8%
Main: 3, Sub: 9 30.0%

Calculating Damage

a = Ability Points of Damage Up = 10 × [Number of Damage Up Main Slots] + 3 × [Number of Damage Up Sub Slots]
d = Ability Points of Defense Up = 10 × [Number of Defense Up Main Slots] + 3 × [Number of Defense Up Sub Slots]
A = (0.99 × a - (0.09 × a) ^ 2) / 100
D = (0.99 × d - (0.09 × d) ^ 2) / 100
When Damage Up ≥ Defense Up
Damage = [base damage] × [1 + (A - D)]
When Damage Up < Defense Up
Damage = [base damage] × [1 + (A - D) / 1.8]

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Gallery

Names in Other Languages

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