User:XarrotD/newdata: Difference between revisions
From Inkipedia, the Splatoon wiki
(overhaul) |
No edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
''The "f" unit refers to a number of frames, with 1 frame being equal to 1/60th of a second. The "DU" unit refers to [[Distance unit|Distance units]].'' | ''The "f" unit refers to a number of frames, with 1 frame being equal to 1/60th of a second. The "DU" unit refers to [[Distance unit|Distance units]].'' | ||
<div style="display: flex; gap: | <div style="display: flex; gap:10px; flex-wrap: wrap; justify-content: center"> | ||
{| class="wikitable sitecolor-s3" | {| class="wikitable sitecolor-s3" | ||
! colspan="3" | Basic Information | ! colspan="3" | Basic Information | ||
Line 19: | Line 19: | ||
| Mobility class || Middle | | Mobility class || Middle | ||
|- | |- | ||
| | | Base movement speed (human) || 0.096DU/f | ||
|- | |- | ||
| | | Maximum movement speed (human) || 0.144DU/f | ||
|- | |- | ||
| | | Base movement speed (firing) || 0.072DU/f | ||
|- | |- | ||
| Post shoot delay || 4f | | Maximum movement speed (firing) || 0.09DU/f | ||
|- | |||
| First shot delay (human)<ref group="Data3">Number of frames before the first shot comes out when firing from human form.</ref> || 3f | |||
|- | |||
| First shot delay (swim)<ref group="Data3">Number of frames before the first shot comes out when firing from swim form.</ref> || 11f | |||
|- | |||
| Post shoot delay<ref group="Data3">Number of frames before the user can enter swim form or use a sub weapon after they stop firing.</ref> || 4f | |||
|} | |} | ||
{| class="wikitable sitecolor-s3" | {| class="wikitable sitecolor-s3" | ||
Line 53: | Line 59: | ||
| Grounded bias increase per shot || 0.01 | | Grounded bias increase per shot || 0.01 | ||
|- | |- | ||
| Grounded bias decrease rate || 0.015 | | Grounded bias decrease rate<ref group="Data3">Rate in which the bias decreases per frame when the user stops firing the weapon. Bias decrease stops once it resets back to the initial value.</ref> || 0.015 | ||
|- | |- | ||
| Jump max shot deviation angle || 12° | | Jump max shot deviation angle || 12° | ||
Line 59: | Line 65: | ||
| Initial jump shot bias || 0.4 | | Initial jump shot bias || 0.4 | ||
|- | |- | ||
| Jump accuracy recover start || 25f | | Jump accuracy recover start<ref group="Data3">Frame in which the shot deviation begins to decrease after jumping.</ref> || 25f | ||
|- | |- | ||
| Jump accuracy recover end || 70f | | Jump accuracy recover end || 70f | ||
Line 66: | Line 72: | ||
=== Notes === | === Notes === | ||
<div class="mw-collapsible mw-collapsed"> | |||
<references group="Data3"/> | <references group="Data3"/> | ||
</div> |
Revision as of 16:27, 1 May 2024
The "f" unit refers to a number of frames, with 1 frame being equal to 1/60th of a second. The "DU" unit refers to Distance units.
Basic Information | ||
---|---|---|
Fire rate[Data3 1] | 6f | |
Ink consumption/shot | 0.92% | |
Ink consumption/second | 9.2% | |
Firing duration (full tank) | 10.87s | |
Ink recovery cooldown | 20f |
Mobility | ||
---|---|---|
Mobility class | Middle | |
Base movement speed (human) | 0.096DU/f | |
Maximum movement speed (human) | 0.144DU/f | |
Base movement speed (firing) | 0.072DU/f | |
Maximum movement speed (firing) | 0.09DU/f | |
First shot delay (human)[Data3 2] | 3f | |
First shot delay (swim)[Data3 3] | 11f | |
Post shoot delay[Data3 4] | 4f |
Bullet specifications | |
---|---|
Hitbox size (Player) | 0.2 |
Hitbox size (Stage) | 0.2 |
Maximum damage | 36 |
Minimum damage | 18 |
Damage reduction start[Data3 5] | 8f |
Damage reduction end | 40f |
Effective range[Data3 6] | 10.94DU |
Bullet deviation | |
---|---|
Ground max shot deviation angle | 5° |
Initial grounded shot bias[Data3 7] | 0.01 |
Grounded bias increase per shot | 0.01 |
Grounded bias decrease rate[Data3 8] | 0.015 |
Jump max shot deviation angle | 12° |
Initial jump shot bias | 0.4 |
Jump accuracy recover start[Data3 9] | 25f |
Jump accuracy recover end | 70f |
Notes
- ↑ Interval between consecutive shots.
- ↑ Number of frames before the first shot comes out when firing from human form.
- ↑ Number of frames before the first shot comes out when firing from swim form.
- ↑ Number of frames before the user can enter swim form or use a sub weapon after they stop firing.
- ↑ Since effective range is the range in which the weapon deals maximum damage, this also functions as the time before the shot reaches its maximum range.
- ↑ Assumes the shot is fired parallel to the ground.
- ↑ "Bias" is an arbitrary coefficient between 0 and 1. A higher bias means shots are more likely to deviate, and are more likely to deviate at higher angles. A bias of 0 means shots are perfectly accurate regardless of max deviation angle, and a bias of 1 means that shots will always deviate at the maximum possible angle.
- ↑ Rate in which the bias decreases per frame when the user stops firing the weapon. Bias decrease stops once it resets back to the initial value.
- ↑ Frame in which the shot deviation begins to decrease after jumping.