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  1. Damage Up
  2. 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.
  3. 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.
  4.  
  5. Second part is about the factor how much it raised from the base dmg.
  6.  
  7. In avrg it means, that 1sub is 2.8%, 2subs 5.6%, 3subs 8.2%, 1main 9%, 2mains 16,4% and 3mains 22,4%.
  8.  
  9. The third table shows the factor for x mains and y subs.
  10.  
  11. 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).
  12.  
  13. 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.
  14.  
  15. -------------
  16.  
  17. Defense Up
  18. Basicly the same as above, only for Defense Up.
  19.  
  20. 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.
  21.  
  22. The diagram shows how much gearpower affects the dmg of the weapon. Solid lines = original splatcount, dotted = +1
  23.  
  24. ----------------
  25.  
  26. Formulars
  27. 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,...
  28.  
  29. The text below the table are conclusions (e.g. 1main def+ and 1main dmg+ = behave like 0).
  30.  
  31. Dmg Caluclation:
  32. a = [Nr of main Dmg+]*10 + [Nr of sub Dmg+]*3
  33. d = [main Def+]*10 + [sub Def+]*3
  34. if(a > 57) then a = 57
  35. if(d > 57) then d = 57
  36.  
  37. A = ((0.99*a)-(0.09*a)^2)/100
  38. D = ((0.99*d)-(0.09*d)^2)/100
  39.  
  40. Dmgup factor:
  41. if(a>=d) then
  42. factor = 1 + (A-D)
  43. if(a<d) then
  44. factor = 1 + (A-D)/1.8
  45.  
  46. The diagram below shows E-Liter dmg.
  47.  
  48. -----------------------------
  49.  
  50. Ink Saver Main:
  51. cap at x =36
  52. First table shows how much ink you save after x mains and y subs.
  53.  
  54. Calculation:
  55. x = [main]*10+[sub]*3
  56. X = ((0.99*x)-(0.09*x)^2)/75
  57. Consume = (1-X)*[default consume]
  58.  
  59. ------------------------------
  60.  
  61. Ink Saver Sub:
  62. Identically, except of
  63. cap at x =30
  64. X = ((0.99*x)-(0.09*x)^2)/120
  65.  
  66. ------------------------------
  67.  
  68. Ink Recovery Up:
  69. cap at x =31
  70. x = [main]*10+[sub]*3
  71. X = ((0.99*x)-(0.09*x)^2)/75
  72. [Recovery per frame] = 100/(180*(1-X))
  73. [Frames to recover] = ceil(100/[Recovery per frame])
  74.  
  75. ------------------------------
  76.  
  77. Run Speed Up:
  78. x = [main]*10+[sub]*3
  79. X = ((0.99*x)-(0.09*x)^2)/60
  80. [Speed Up per frame] = 0.96*(1+X)
  81.  
  82. This formular is not 100% correct. After 250 steps there was an error of 3 frames.
  83.  
  84. Cap seems to be speed*1,44/frame
  85.  
  86. -------------------------------
  87.  
  88. Swim Speed up:
  89. x = [main]*10+[sub]*3
  90. X = ((0.99*x)-(0.09*x)^2)/120
  91. [Speed Up per frame] = 1.92*(1+X)
  92.  
  93. Cap is *2.4/Frame
  94.  
  95. ------------------------------
  96.  
  97. Special Charge Up
  98. cap at x =40
  99. x = [main]*10+[sub]*3
  100. X = ((0.99*x)-(0.09*x)^2)/100
  101. [PT to fill] = [default pt] / (1+X)
  102.  
  103. Diagram shows pt for Inkzooka (220), Echolocator (200), Killer Wail (160) and everything else (180)
  104.  
  105. ------------------------------
  106.  
  107. Special Duration Up
  108. cap at x =33
  109. x = [main]*10+[sub]*3
  110. X = ((0.99*x)-(0.09*x)^2)/75
  111. [time] = [default time] * (1+X)
  112.  
  113. Echolocator (12sec init), Kraken (6 sec), Bubbler (5sec)
  114.  
  115. Seems to cap at 3 main, 1 sub.
  116.  
  117. Bombrush and Inkzooka lasts 6sec.
  118.  
  119. Table shows data about Burst Bomb, Splat Bomb, Suction Bomb and Inkzooka
  120.  
  121. ------------------------------
  122.  
  123. Quick Respawn
  124. Cap at 3main/2sub, -3.37s. (x=36)
  125.  
  126. x = [main]*10+[sub]*3
  127. X = ((0.99*x)-(0.09*x)^2)/45
  128. [respawn frames] = (1-X)*360+120+30
  129.  
  130. ------------------------------
  131.  
  132. Special Saver
  133. Cap at 3 main, 2 sub (if you die you need only 15pt to fill it again)
  134.  
  135. x = [main]*10+[sub]*3
  136. Reduction rate = 0.5 - ((0.99*x)-(0.09*x)^2)/60
  137.  
  138. ------------------------------
  139.  
  140. Quick Super Jump
  141. Cap at 3main/3sub. (x=39)
  142.  
  143. x = [main]*10+[sub]*3
  144. X = ((0.99*x)-(0.09*x)^2)/60
  145. [frames to prepare jump] = 60 * (1-x)
  146. [frames to jump] = 120 * (1-x)
  147.  
  148. ------------------------------
  149.  
  150. Bomb Range Up
  151. Cap at 3main/4sub. (x=42)
  152.  
  153. x = [main]*10+[sub]*3
  154. X = ((0.99*x)-(0.09*x)^2)/60
  155. [distance] = 28*5.6*(1+X)
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