User:XarrotD/newdata: Difference between revisions

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''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:20px; flex-wrap: wrap; justify-content: center">
<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
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| Mobility class || Middle
| Mobility class || Middle
|-
|-
| Firing movement speed || 0.072DU/f
| Base movement speed (human) || 0.096DU/f
|-
|-
| First shot delay (human) || 3f
| Maximum movement speed (human) || 0.144DU/f
|-
|-
| First shot delay (swim) || 11f
| 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"
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| 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°
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| 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
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=== 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
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

  1. Interval between consecutive shots.
  2. Number of frames before the first shot comes out when firing from human form.
  3. Number of frames before the first shot comes out when firing from swim form.
  4. Number of frames before the user can enter swim form or use a sub weapon after they stop firing.
  5. 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.
  6. Assumes the shot is fired parallel to the ground.
  7. "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.
  8. 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.
  9. Frame in which the shot deviation begins to decrease after jumping.