.96 Gal Deco

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The .96 Gal Deco is a main weapon in Splatoon and Splatoon 2. It is the Deco Deco branded version of the S2 Weapon Main .96 Gal.png .96 Gal.

Splatoon

.96 Gal Deco

.96 Gal Deco

Category Main
Class Shooter
Sub S Weapon Sub Splash Wall.png Splash Wall
Special S Weapon Special Kraken.png Kraken
Level 14
Cost Cash 9,700
Availability
Base Damage 52
Base Duration
Ink Consumption 2.5%
Special Points
Sp. Depletion Specdep icon.png 75%
Range
68 / 100
Damage
70 / 100
Impact
Fire Rate
15 / 100
Charge Speed
Ink Speed
Mobility
Durability
Handling

The .96 Gal Deco was released on 7 July 2015 at 02:00 UTC. [1]

The .96 Gal Deco has the same stats as the S Weapon Main .96 Gal.png .96 Gal, but instead comes with the S Weapon Sub Splash Wall.png Splash Wall and the S Weapon Special Kraken.png Kraken.
Like the S Weapon Main .52 Gal Deco.png .52 Gal Deco, this gun also has a bedazzled look.

Data

  • The .96 Gal Deco is a middleweight weapon.
  • The ink consumption of 2.5% allows players to fire 40 shots before needing to refill the ink supply.
  • When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
    • When firing from squid form, the first bullet takes 8 frames to come out.
  • When firing continuously, it has a fire rate of 12 frames between bullets.
  • When firing while moving, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Bullets have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 4 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The .96 Gal Deco has a 25% chance to shoot towards the outer reticle instead of the inner reticle.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Bullets initially travel at a rate of 22 units per frame for 6 frames, having an effective range of 132 units.
  • Paint droplets occur every 50 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 4 droplets per shot.
  • There are a total of 5 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 21 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 18.5 units.
  • All other paint droplets have a radius of 14.5 units.

Version history

Version Adjustments
2.7.0
  • Damage per shot: 62 → 52
  • Spread reduced by about 11%.
  • Special gauge loss: 50% → as low as 75%

Gallery

Demonstration

Splatoon 2

.96 Gal Deco

.96 Gal Deco

Category Main
Class Shooter
Sub S2 Weapon Sub Splash Wall.png Splash Wall
Special S2 Weapon Special Splashdown.png Splashdown
Level 26
Cost Cash 16,200
Availability
Base Damage 62
Base Duration
Ink Consumption 2.5%
Special Points 170p
Sp. Depletion
Range
74 / 100
Damage
80 / 100
Impact
Fire Rate
10 / 100
Charge Speed
Ink Speed
Mobility
Durability
Handling

The .96 Gal Deco was released on 3 February 2018 at 02:00 UTC.[2] It comes with the sub S2 Weapon Sub Splash Wall.png Splash Walls and special S2 Weapon Special Splashdown.png Splashdown.

Data

  • The .96 Gal Deco is a middleweight weapon.
  • The ink consumption of 2.5% allows players to fire 40 shots before needing to refill the ink supply.
  • When initially firing the weapon in kid form, the first bullet takes 3 frames to come out.
    • When firing from squid form, the first bullet takes 8 frames to come out.
  • When firing continuously, it has a fire rate of 12 frames between bullets.
  • When firing while moving, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • If a bullet is in the air for more than 9 frames after being fired, it loses 2.1875 damage per frame until it reaches 35 damage at frame 25.
  • Bullets have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 4.34545 degrees.
  • The angle its shots can deviate while in the air is 11.3511 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The .96 Gal Deco starts off having a 4% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 3% per shot, and maximizes at a 30% chance to shoot towards the outer reticle. Meaning that it takes 9 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • When not shooting, the chance to shoot towards the outer reticle decreases by 2% per frame, if the chance is not already at the minimum. Meaning that it takes 13 frames to reach maximum accuracy. (18 after shooting while jumping.)
  • Bullets initially travel at a rate of 24.5 units per frame for 5 frames, having an effective range of 122.5 units.
    • After that, the bullet's velocity is set to 23.77 units if the bullet's velocity is not already lower than the listed value, and decreases further as it falls to the ground.
  • Paint droplets occur every 60 units.
  • The frequency at which paint drips from a bullet occurs at a rate of 3 droplets per shot.
  • There are a total of 5 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 20 units, and a width of 13 units.
    • These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 17.5 units.
  • All other paint droplets have a radius of 13.5 units.
  • Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.

[3]

Version history

Version Adjustments
Base game
  • Increase in chance to shoot towards the outer reticle per shot: 20% → 5%
  • Damage: 52 → 62.
    • Damage lost per frame: 1.625 → 1.9375
  • Decreased weapon sway when shooting on the ground by roughly 8%.: 5 degrees → 4.6 degrees
  • Decreased weapon sway when shooting right after a jump by roughly 14%.: 14 degrees → 12 degrees
  • Range decreased by about 10%.
    • Initial bullet velocity: 22 → 23
    • Frames bullet flies straight through the air: 6 → 5
      • Effective range: 132 units → 115 units
      • Total range: 177.396 units → 160.396 units
  • Droplet rate: 4 → 3
  • Distance between droplets: 50 units → 60 units
  • Radius of paint droplets near the player: 21 units → 20 units
  • Radius of paint droplets far from the player: 18.5 units → 17.5 units
  • Radius of standard paint droplets: 14.5 units → 13.5 units
  • Angle of shot deviation while on the ground: 4 degrees → 5 degrees
  • Angle of shot deviation while jumping: 12 degrees → 14 degrees
  • Maximum frequency at which bullets shoot towards the outer reticle: 25% → 40%
3.0.0
  • Decreased trajectory variance of first shot while also increasing time required to reach maximum shot variance when firing continuously.
    • Minimum frequency at which bullets shoot towards the outer reticle: 15% → 4%
    • Maximum frequency at which bullets shoot towards the outer reticle: 40% → 30%
    • Increase in chance to shoot towards the outer reticle per shot: 5% → 3%
      • Shots required to reach maximum frequency: 5 → 9
3.2.0
  • Points to fill special gauge: 190 → 180
4.0.0
  • Increased the radius of area inked where a shot lands by roughly 20%.
    • Radius of paint droplets near the player: 20 units → 24 units
    • Radius of paint droplets far from the player: 17.5 units → 21 units
4.1.0
  • Extended firing range by roughly 6%.
  • Points to fill special gauge: 180 → 170
    • Initial bullet velocity: 23 units → 24.5 units
      • Effective range: 115 units → 122.5 units
      • Total range: 160.396 units → 170.04 units
  • Angle of shot deviation while on the ground: 4.6 degrees → 4.34545 degrees
  • Angle of shot deviation while jumping: 12 degrees → 11.3511 degrees
4.2.0
  • Reduce the interval between firing and when you're able to become a squid or use sub weapon by 2/60 of a second.
4.4.0
  • Reduced the time to shoot from squid form by 1/60 of a second.
4.5.0
  • Increased damage dealt to opponent Splat Brellas increased by 57%.
  • Increased damage dealt to opponent Splash Walls by roughly 10%.
4.6.0
  • Minimum damage: 31 → 35

Gallery

Demonstration

Quotes

Click to view the quotes for .96 Gal Deco. View the quotation page.

Etymology

.96 Gal Deco is short for .96 Gallon with the suffix Deco, short for either Decorated or Decoration. Deco may also refer to Art Deco. "Gal" is also a play on Cal, short form of Caliber, a term commonly used when describing the diameter of bullets for fire-arms. The suffix Deco is also used to differentiate it from the S Weapon Main .96 Gal.png .96 Gal. This trait is shared among the other alternate sets of the Deco Deco brand.

.96ガロンデコ .96 garon deko has the same origin as the English name, but without Gallon shortened to Gal. Like the English name, Deco is also used to differentiate it from .96 Gallon.

Names in other languages

Language Name Meaning
FlagJapan.svg Japanese .96ガロンデコ
.96 garon deko
.96 Gallon Deco
FlagNetherlands.svg Dutch .96 Kaliter Deco From kaliber (caliber), liter, .96 and Deco
FlagFrance.svg French Calibre 3000 chic Chic Caliber 3000
FlagGermany.svg German .96 Gallon Deko .96 Gallon Deco
FlagItaly.svg Italian Calibro 3000 DX Caliber 3000 Deluxe
FlagMexico.svg Spanish (NOA) Salpicadora 3000 chic Chic Splasher 3000
FlagSpain.svg Spanish (NOE) Salpicadora 3000 DX Splasher 3000 DX

References

  1. Twitter Nintendo America on Twitter. Nintendo of America (2015-07-07). Retrieved on 2015 July 7.
  2. Twitter SplatoonJP on Twitter
  3. Data parameters for Shooters


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