Damage

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For the Damage increasing ability, see Damage Up.
For the Damage decreasing ability, see Defense Up.

Damage is the attack value dealt by a weapon. The health points (HP) of a player or object must be attacked down to 0 for them to be splatted or destroyed. Players have 100 HP. The Rainmaker shield has 1000 HP. Splash Walls have 600 HP, and naturally lose 85.71 HP per second.

Visual Feedback

When the player accumulates more than 30 damage, an ink effect will appear on the border of the TV screen.
When the player get splatted, an ink effect will appear on the border of the Gamepad screen.
When an enemy player accumulates more than 30 damage, that player's location will be visible to the team on the GamePad screen.

Healing Damage

After taking damage, there is a one second delay before healing will begin. Touching even a small drop of enemy ink on the ground can reset this delay. In kid form, Inklings heal at a rate of 12.5 damage per second. While submerged in ink, Inklings heal at a rate of 100 damage per second.

Damage Up vs. Defense Up

The Damage Up and Defense Up abilities interact by canceling the effects of the other. If a weapon starts at dealing 52 damage per shot, it will still do 52 damage if the attacker is wearing 1 Main of Damage Up and the defender is wearing 1 Main of Defense Up. But if the attacker is wearing no Damage Up and the defender is wearing 3 Subs of Defense Up, the damage will be reduced to 49.6, forcing the attacker to land one extra shot in order to splat the defender. This leads to players stacking more and more of these abilities to counter each other.

Hits-to-Splat Tables

These images show the hits-to-splat for all possible match-ups of Damage Up and Defense Up, for weapons that deal consistent damage. Weapons that deal consistent damage but never have their hits-to-splat changed are: Aerospray, H-3 Nozzlenose, Jet Squelcher, Slosher, Sloshing Machine, Splattershot Pro, and Tri-Slosher.

Blasters, Chargers, and Rollers deal variable damage, so they are affected differently. The edge of a Blaster blast may become too weak to splat in two hits, and the edge of a Rapid Blaster blast may become too weak to splat in four hits, requiring the Blaster player to either use Damage Up or aim their weapon more accurately. Chargers may require an extra hit-to-splat if the player did not fully charge their shot. Rollers will have their effective range slightly reduced by Defense Up, which sometimes results in a different number of hits-to-splat.

Types of Damage

Falloff Damage

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If a player is fighting outside of the effective range of their weapon, falloff damage will occur. This means the damage dealt will be less, often making it necessary to hit an opponent extra times to splat them. This happens because ink is less lethal when it loses velocity, which happens if a player is fighting outside of the effective range of their weapon. When a player is fighting at effective range, a crosshair will appear when they point their aiming reticle at someone.

The Slosher and Tri-Slosher are least likely to experience difficulties related to falloff damage because their damage starts very high. Blasters, Chargers, and the Sloshing Machine are not affected by falloff damage at all. Falloff damage can be mitigated by using Damage Up abilities.

Passive Ink Damage

Stepping in enemy ink will accumulate up to 50 damage at a rate of 30 damage per second. The Ink Resistance Up ability reduces this to 30 accumulated damage at a rate of 12 damage per second.

Splash Damage

Splash damage is damage that is dealt within the effective range of a weapon, but still with reduced damage as a penalty for not aiming well. It is dealt by the blast from a Blaster type weapon when the player does not land a direct hit, and by Roller type weapons when the target is hit by the far left or far right splashes of paint.

Benefits of Reaching Damage Cap

The number of hits required to splat an opponent is determined by the base damage of a weapon. Weapons that need more than 1 hit to splat have a damage limit regardless of how much damage is stacked, as follows:

  • 2-hit weapons have a damage limit of 99.9.
  • 3-hit weapons have a damage limit of 49.9.
  • 4-hit weapons have a damage limit of 33.3.
  • 5-hit weapons have a damage limit of 24.9.

If a player stacks enough Damage Up to approach these limits, then the player will have the potential to need one less hit-to-splat if the enemy steps on the player's ink color. Stepping on player's ink will make the enemy player get stuck and get damage taken overtime. Normally, touching enemy ink will accumulate up to 50 damage at a rate of 30 damage per second. But with Ink Resistance Up, only 30 damage can accumulate, and at a rate of 12 damage per second. The closer the player is to reaching a damage limit, the higher the chances to get one less hit-to-splat.

For example, the base damage of a fully charged Bamboozler shot does 80 damage. If the player stacks 2 Mains & 5 Subs of Damage Up to reach the 99.9 damage limit, and if the enemy walks on the player's ink for a split second, there is the potential to splat them in one fully charged Bamboozler shot instead of two shots.

Examples of the other damage limits: Splattershot Pro has the potential to splat in two shots instead of three if the player stacks enough damage up to do 49.9 damage per shot and the enemy walks on the player's ink. Jet Squelcher has the potential to splat in three shots instead of four if the player stacks enough damage up to do 33.3 damage per shot and the enemy walks on the player's ink.

For damage limits on other weapons, see the chart below.

Damage and Related Stats

[2]

Special Weapons are discussed in their own article.

Weapon type Weapon Damage per hit Damage per second Hits to Splat Seconds to Splat
Sub S Weapon Sub Splat Bomb.png Splat Bomb 180 1
Sub S Weapon Sub Burst Bomb.png Burst Bomb 60 2
Sub S Weapon Sub Suction Bomb.png Suction Bomb 180 1
Sub S Weapon Sub Splash Wall.png Splash Wall 100 1
Sub S Weapon Sub Sprinkler.png Sprinkler 30 4
Sub S Weapon Sub Seeker.png Seeker 180 1
Sub S Weapon Sub Ink Mine.png Ink Mine 180 1
Shooter S Weapon Main Splattershot Jr..png Splattershot Jr.(Custom) 28 336 4 0.266
Shooter S Weapon Main Splattershot.png Splattershot(Hero, Octoshot, Tentatek, Wasabi) 35 350 3 0.216
Shooter S Weapon Main Splattershot Pro.png Splattershot Pro(Forge, Berry) 42 336 3 0.283
Shooter S Weapon Main Aerospray MG.png Aerospray MG(RG, PG) 24.5 367.5 5 0.283
Shooter S Weapon Main Jet Squelcher.png Jet Squelcher(Custom) 31 232.5 4 0.416
Shooter S Weapon Main Dual Squelcher.png Dual Squelcher(Custom) 28 280 4 0.316
Shooter S Weapon Main L-3 Nozzlenose.png L-3 Nozzlenose(D) 29 4 0.300
Shooter S Weapon Main H-3 Nozzlenose.png H-3 Nozzlenose(D, Cherry) 41 3 0.183
Shooter S Weapon Main N-ZAP '85.png N-ZAP '85('89, '83) 28 336 4 0.266
Shooter S Weapon Main Splash-o-matic.png Splash-o-matic(Neo) 28 336 4 0.266
Shooter S Weapon Main Sploosh-o-matic.png Sploosh-o-matic(Neo, 7) 38 456 3 0.183
Shooter S Weapon Main .52 Gal.png .52 Gal(Deco) 52 346.6 2 0.167
Shooter S Weapon Main .96 Gal.png .96 Gal(Deco) 52 260 2 0.216
Shooter S Weapon Main Blaster.png Blaster(Custom) 125 150 1 0.167
Shooter S Weapon Main Rapid Blaster.png Rapid Blaster(Deco) 80 137.1 2 0.717
Shooter S Weapon Main Rapid Blaster Pro.png Rapid Blaster Pro(Deco) 80 120 2 0.800
Shooter S Weapon Main Range Blaster.png Range Blaster(Custom, Grim) 125 125 1 0.167
Shooter S Weapon Main Luna Blaster.png Luna Blaster(Neo) 125 187.5 1 0.167
Charger S Weapon Main Splat Charger.png Splat Charger(Hero, Kelp, Bento) 40-160 145.4 1-3 1.100
Charger S Weapon Main Splatterscope.png Splatterscope(Kelp, Bento) 40-160 145.4 1-3 1.100
Charger S Weapon Main E-liter 3K.png E-liter 3K(Custom) 40-180 108 1-3 1.667
Charger S Weapon Main E-liter 3K Scope.png E-liter 3K Scope(Custom) 40-180 108 1-3 1.667
Charger S Weapon Main Classic Squiffer.png Classic Squiffer(New, Fresh) 40-140 164.7 1-3 0.850
Charger S Weapon Main Bamboozler 14 Mk I.png Bamboozler 14 Mk I(Mk II, Mk III) 30-80 184.6 2-4 0.483
Roller (Squish) S Weapon Main Splat Roller.png Splat Roller(Hero, Krak-On, CoroCoro) 140 1
Roller (Squish) S Weapon Main Carbon Roller.png Carbon Roller(Deco) 70 2
Roller (Squish) S Weapon Main Dynamo Roller.png Dynamo Roller(Gold, Tempered) 160 1
Roller (Squish) S Weapon Main Inkbrush.png Inkbrush(Nouveau, Permanent) 20 5
Roller (Squish) S Weapon Main Octobrush.png Octobrush(Nouveau) 25 4
Roller (Flick) S Weapon Main Splat Roller.png Splat Roller(Hero, Krak-On, CoroCoro) 125 178.5 1 0.350
Roller (Flick) S Weapon Main Carbon Roller.png Carbon Roller(Deco) 125 241.9 1 0.167
Roller (Flick) S Weapon Main Dynamo Roller.png Dynamo Roller(Gold, Tempered) 125 111.9 1 0.766
Roller (Flick) S Weapon Main Inkbrush.png Inkbrush(Nouveau, Permanent) 28 240 4 0.266~0.383
Roller (Flick) S Weapon Main Octobrush.png Octobrush(Nouveau) 37 201.8 3 0.216~0.400
Slosher S Weapon Main Slosher.png Slosher(Deco, Soda) 70 140 2 0.716
Slosher S Weapon Main Tri-Slosher.png Tri-Slosher(Nouveau) 62 143 2 0.650
Slosher S Weapon Main Sloshing Machine.png Sloshing Machine(Neo) 76 134.1 2 0.783
Splatling S Weapon Main Mini Splatling.png Mini Splatling(Zink, Refurbished) 28 309.2 4 0.666
Splatling S Weapon Main Heavy Splatling.png Heavy Splatling(Deco, Remix) 28 278.7 4 1.466
Splatling S Weapon Main Hydra Splatling.png Hydra Splatling(Custom) 35 325.3 3 2.400

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]

Gallery

References