File:Damage Up Rainmaker Blaster Slosher Chart.png
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File information | |
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Description | An ability chart |
Source | Media created or obtained by the uploader |
License | This file is subject to copyright. Copyright is most likely held by the company that published the game or the media portrayed. Inkipedia's use of this work qualifies as fair use under United States copyright law, or the author's permission is given. It is used on the wiki only in the belief that the information the file portrays is designed to be an accompaniment to playing the game or media, and its use here will not:
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Formula
All time values were calculated using frame data, and confirmed through testing. Test results were within ±0.003 seconds for blasters and within ±0.06 seconds for sloshers. The higher margin of error for sloshers happens because they are semi-automatic weapons.
First, damage values for all possible amounts of Damage Up are calculated. When attacking the Rainmaker's Shield, damage limits do not apply. For example, the Rapid Blaster is no longer limited to doing a max damage of 99.9.
D = Damage = [base damage] × (1 + ( ) / 100)
Weapon | Base Damage |
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Blaster | 125 |
Luna Blaster | |
Range Blaster | |
Rapid Blaster | 80 |
Rapid Blaster Pro | |
Sloshing Machine | 76 |
Slosher | 70 |
Tri-Slosher | 62 |
Then the amount of shots (S) required to pop the Rainmaker's Shield at all possible amounts of Damage Up is calculated. The Shield has 1000 hit points, but many weapons have damage multipliers applied when attacking the Shield. Blasters and Sloshers have a multiplier of 2.4.
S = Shots Required to Pop Shield = 1000 / (D × 2.4)
S values are rounded up to a whole number, because there is never a fraction of a shot. Frame data and S are then used to calculate the time it takes to pop the shield. F1 and F2 are divided by 60 so that the resulting values are in seconds. In Splatoon, there are 60 frames per second. Subtract 1 from S, because F1 accounts for the time it takes for the first shot to be fired. In the interest of consistency and easier testing, the time it takes for shots to travel for the Shield is not accounted for; in reality, it will take a bit more time than shown here unless the player is standing right next to the shield.
F1 = Frames between pressing the fire button and a shot being fired. "Shot being fired" is defined here as when a blob of ink first appears, specifically the blob of ink that will hit the Shield, not any other ink visuals that appear around the weapon as part of the firing animation.
F2 = Frames between each shot being fired.
Weapon | F1 | F2 |
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Blaster | 15 | 50 |
Luna Blaster | 40 | |
Range Blaster | 60 | |
Rapid Blaster | 12 | 35 |
Rapid Blaster Pro | 40 | |
Sloshing Machine | 13 | 32 |
Slosher | 28 | |
Tri-Slosher | 24 |
T = Time Required to Pop Shield = (F1 / 60) + (S − 1) × (F2 / 60)
Example calculation for the regular Blaster with 3 Mains of Damage Up:
Mains = 3. Subs = 0.
A = 10 × 3 + 3 × 0 = 30
Base Damage = 125
D = 125 × (1 + (0.99 × 30 − (0.09 × 30)2 ) / 100) = 153.0125
S = 1000 / (153.0125 × 2.4) = 3
F1 = 15. F2 = 50.
T = (15 / 60) + (3 − 1) × (50 / 60) = 1.92 seconds.
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current | 13:35, 10 September 2016 | 2,410 × 1,500 (440 KB) | Heddy (talk | contribs) |
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