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- Damage Up
- Big table with dmg caps. First part contains weapons like splattershot jr., but also rapid blaster. Header in table says: name, base dmg, 1sub, 2subs, 3subs, 1main, 2main, 3main. Yellow means there is a cap from that point on.
- Blaster apperas 2x. (ホットブラスター). First is a direct hit, starting with 125dmg. Second is only the explosion hits.
- Second part is about the factor how much it raised from the base dmg.
- In avrg it means, that 1sub is 2.8%, 2subs 5.6%, 3subs 8.2%, 1main 9%, 2mains 16,4% and 3mains 22,4%.
- The third table shows the factor for x mains and y subs.
- Next is a diagram where you can see the caps for each weapon. x = gear power (main*10+sub*3) and y = damage. It's ordered by weapon dmg with top = rapid balster and last one = Aerospray. Also it says that subweapons have a cap too (sprinkler = green/yellow, directly above L3).
- The last table shows how to reach the cap of these weapons. First col = name, second = damage, third = "gearpower cap" (formular below) and last one is an example on how to accomplish it.
- -------------
- Defense Up
- Basicly the same as above, only for Defense Up.
- First table: Seems like only mains count. The table consists of 4 parts: name, base dmg, dmg with defense up and factor with defense up. Yellow means that you need one more shot to splat.
- The diagram shows how much gearpower affects the dmg of the weapon. Solid lines = original splatcount, dotted = +1
- ----------------
- Formulars
- The first table shows how much damage you can make witn an E-Liter 3k (fully charged) with 1-3 main dmg ups and 0-5 sub dmg ups. The first table shows raw dmg (=0 def up), second part shows 1 def up,...
- The text below the table are conclusions (e.g. 1main def+ and 1main dmg+ = behave like 0).
- Dmg Caluclation:
- a = [Nr of main Dmg+]*10 + [Nr of sub Dmg+]*3
- d = [main Def+]*10 + [sub Def+]*3
- if(a > 57) then a = 57
- if(d > 57) then d = 57
- A = ((0.99*a)-(0.09*a)^2)/100
- D = ((0.99*d)-(0.09*d)^2)/100
- Dmgup factor:
- if(a>=d) then
- factor = 1 + (A-D)
- if(a<d) then
- factor = 1 + (A-D)/1.8
- The diagram below shows E-Liter dmg.
- -----------------------------
- Ink Saver Main:
- cap at x =36
- First table shows how much ink you save after x mains and y subs.
- Calculation:
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/75
- Consume = (1-X)*[default consume]
- ------------------------------
- Ink Saver Sub:
- Identically, except of
- cap at x =30
- X = ((0.99*x)-(0.09*x)^2)/120
- ------------------------------
- Ink Recovery Up:
- cap at x =31
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/75
- [Recovery per frame] = 100/(180*(1-X))
- [Frames to recover] = ceil(100/[Recovery per frame])
- ------------------------------
- Run Speed Up:
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/60
- [Speed Up per frame] = 0.96*(1+X)
- This formular is not 100% correct. After 250 steps there was an error of 3 frames.
- Cap seems to be speed*1,44/frame
- -------------------------------
- Swim Speed up:
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/120
- [Speed Up per frame] = 1.92*(1+X)
- Cap is *2.4/Frame
- ------------------------------
- Special Charge Up
- cap at x =40
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/100
- [PT to fill] = [default pt] / (1+X)
- Diagram shows pt for Inkzooka (220), Echolocator (200), Killer Wail (160) and everything else (180)
- ------------------------------
- Special Duration Up
- cap at x =33
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/75
- [time] = [default time] * (1+X)
- Echolocator (12sec init), Kraken (6 sec), Bubbler (5sec)
- Seems to cap at 3 main, 1 sub.
- Bombrush and Inkzooka lasts 6sec.
- Table shows data about Burst Bomb, Splat Bomb, Suction Bomb and Inkzooka
- ------------------------------
- Quick Respawn
- Cap at 3main/2sub, -3.37s. (x=36)
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/45
- [respawn frames] = (1-X)*360+120+30
- ------------------------------
- Special Saver
- Cap at 3 main, 2 sub (if you die you need only 15pt to fill it again)
- x = [main]*10+[sub]*3
- Reduction rate = 0.5 - ((0.99*x)-(0.09*x)^2)/60
- ------------------------------
- Quick Super Jump
- Cap at 3main/3sub. (x=39)
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/60
- [frames to prepare jump] = 60 * (1-x)
- [frames to jump] = 120 * (1-x)
- ------------------------------
- Bomb Range Up
- Cap at 3main/4sub. (x=42)
- x = [main]*10+[sub]*3
- X = ((0.99*x)-(0.09*x)^2)/60
- [distance] = 28*5.6*(1+X)
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