Main Power Up

From Inkipedia, the Splatoon wiki
Revision as of 18:20, 6 April 2019 by Heddy (talk | contribs) (Many corrections. More info. Better formatting.)
Main Power Up
Main Power Up
Applicable gear
Favored by
Unfavored by

Main Power Up is an ability in Splatoon 2 added in the 4.3.0 update.

The ability appears in both primary and secondary gear slots, and will have different effects on each main weapon, even inside the same weapon class.

All gear previously available in the shops that had S2 Ability Cold-Blooded.png Cold-Blooded are now available with Main Power Up.

Known effects

The effects of Main Power Up are displayed on the Equipment screen on the ZL info tab for the abilities for the currently selected main weapon. The benefits from Main Power Up will vary from weapon to weapon. Weapons which acquire increased damage are incapable of decreasing the number of hits required to splat an undamaged opponent, but the damage total for each hit will be slightly increased.

Shooter

Roller

Charger

Slosher

Splatling

Dualie

Brella

Gear

Main Power Up is the main ability of:

Headgear with Main Power Up in Splatoon 2

Stacking

Calculating damage

[1]

A = ability points = 10 × [Main Power Up main slots] + 3 × [Main Power Up sub slots]
B = (3.3 * A - 0.027 * A^2) / 100
C = (mid - min) / (max - min)
D = min⁡ + ( max - min ) * lerpN(B, C)
result = [base value] * D

max, mid, and min can be found from the game's parameters.

lerpN is an interpolation function where:

If C = 0.5 then lerpN(B, C) = B
If B = 0.0 then lerpN(B, C) = B
If B = 1.0 then lerpN(B, C) = B
If C ≠ 0.5 then lerpN(B, C) = e^(-(ln⁡(B) × ln⁡(C)) / ln⁡(2))

For example: Splat Dualies with two primary Main Power Up slots and one secondary Main Power Up slot.

Given:
main slots = 2
sub slots = 1
min = 1.0
mid = 1.06
max = 1.16
base damage = 30
A = 10 × 2 + 3 × 1 = 23
B = (3.3 * 23 - 0.027 * 23^2) / 100 = 0.503985906
C = (1.06 - 1) / (1.16 - 1) = 0.375
C ≠ 0.5, so lerpN(B, C) = e^(-(ln⁡(B) × ln⁡(C)) / ln⁡(2))
effect = 1 + ( 1.16 - 1 ) * e^(-(ln⁡(0.503985906) × ln⁡(0.375)) / ln⁡(2)) = 1.080637745
result = 30 * 1.080637745 = 32.41913235

This would appear as 32.4 damage in-game.

Damage cap

After the damage cap is reached, adding more Main Power Up will not increase maximum weapon damage. It will continue to increase falloff damage. For example, even if a Splattershot Pro reaches 49.9 damage on direct hits within effective range, the lower-damage hits that occur out of effective range will still continue to be boosted by using more Main Power Up.

Weapon Max damage Reached at (AP)
S2 Weapon Main Bamboozler 14 Mk I.png Bamboozler 14 Mk I 99.9 41
S2 Weapon Main H-3 Nozzlenose.png H-3 Nozzlenose 49.9 39
S2 Weapon Main Splattershot Pro.png Splattershot Pro 49.9 31
S2 Weapon Main Dualie Squelchers.png Dualie Squelchers 33.3 47
S2 Weapon Main Dark Tetra Dualies.png Dark Tetra Dualies 33.3 47
S2 Weapon Main Splash-o-matic.png Splash-o-matic 33.3 31
S2 Weapon Main Squeezer.png Squeezer (hold) 33.3 20
S2 Weapon Main Splat Dualies.png Splat Dualies 33.3 32
S2 Weapon Main L-3 Nozzlenose.png L-3 Nozzlenose 33.3 18
S2 Weapon Main Hydra Splatling.png Hydra Splatling (partial charge) 33.3 15

Trivia

  • Main Power Up is one of first two abilities to be added to the game post-release. It however remains as the only truly unique ability, unlike Bomb Defense Up DX.

Names in other languages

Template:Foreignname

References