Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Raw parameters can be found here, courtesy of LeanYoshi: http://leanny.github.io/param/parameter_shooter_en.html
- Basic terminology
- =================
- The game runs at 60 frames per second. So 1 frame = 1/60th of a second.
- Units are the game's unit of measurement. For reference, 50 units equals 1 bar in the testing range.
- Common Mechanics
- ================
- When shooting a weapon after not having fired it for a while, the bullet comes out on the 3rd frame. The number of frames it takes to fire another shot depends on the "Frames between shots" value.
- -When firing a weapon when exiting squid form, the bullet comes out on the 8th frame instead.
- Falloff damage mechanics:
- -Damage lost per frame is calculated by this formula:
- -(Maximum damage - Minimum damage) / (Frame where bullet hits minimum damage - Frame before bullet damage starts to decrease)
- -Also applies to Salmon Run damage. Substitute "Maximum damage (Salmon Run)" and "Minimum damage (Salmon Run)" for "Maximum damage" and "Minimum damage", respectively.
- -Round the final result to the nearest tenth decimal place.
- The effective range of a Shooter can be calculated by multiplying "Initial bullet velocity" with "Frames bullet flies straight through the air". However, this does not take into account the range after the bullet continues to fly through the air. "Bullet velocity after flying straight" caps the speed of the bullet, and from there, the bullet continues to decelerate. How exactly the bullet's speed decelerates is unknown at this time.
- You have two reticles. An inner reticle, which consists of a grey circle, and an outer reticle, which consists of 4 white lines around the inner reticle.
- When shooting, bullets have a chance to go towards the outer reticle instead of coming out of the inner reticle.
- The chances of shooting towards the outer reticle increases per shot you take, and this is increased by the value present in "Shot RNG increase per shot".
- The minimum chance is represented by the value "Minimum frequency at which bullets shoot towards the outer reticle", while the maximum chance of shooting towards the outer reticle is represented by the value "Maximum frequency at which bullets shoot towards the outer reticle".
- When you stop shooting, the frequency of your shots heading towards the outer reticle will decrease per frame. This is represented by the value "Shot RNG reduction per frame".
- Jumping while shooting increases the size of the outer reticle. And unlike shooting on the ground, the chances of shooting towards the outer reticle is instantly set to the value of "Frequency at which bullets shoot towards the outer reticle while jumping". There is no steady ramp up in the shot RNG.
- If you shoot a single bullet while jumping, the shot deviation RNG cooldown will also activate in that case, forcing you to wait to reach maximum accuracy, even when on the ground.
- When a bullet flies through the air, paint will drip from the bullet as it reaches its destination.
- The frequency of the droplets depends on the "Droplet rate" value. If there is a decimal value, there is a chance of an additional droplet to come out.
- The size of the droplets depends on a number of factors.
- If the droplet is close to the player (The distance is determined by the value "Near droplet paint distance") the value of "Near droplet paint radius" will be used.
- If the droplet is far away from the player (The distance is determined by the value "Far droplet paint distance") the value of "Far droplet paint radius" will be used.
- If neither of these conditions apply, the value of "Droplet paint radius" is used instead.
- Multipliers can be applied to the above droplet radius parameters under certain conditions.
- Such as the height that the droplets fall from. If the droplets fall from a height above the value of "High droplet height", a multiplier from the value "Maximum droplet height radius multiplier" is used. Likewise, if the droplets fall from a height below the value of "Low droplet height", a multiplier from the value "Minimum droplet height radius multiplier" is used. If the droplet falls from a height in between those values, the multiplier will simply scale linearly depending on how high the droplet fell from. (Note, while these parameters were added in 2.3.0, their addition does not change anything, as this height scaling mechanic was in the game beforehand.)
- All of this applies to the bullet's landing spot as well, which makes a paint droplet upon landing. The paint droplet created by the bullet's landing spot does not count towards "Droplet rate" or "Distance between droplets".
- Aerospray MG
- ============
- Initial Properties:
- Weight class: Light
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 4 frames
- Bullet radius: 2 units
- Ink cost: 0.55% per shot
- Ink cost (Salmon Run): 0.55% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 24
- Minimum damage: 12
- Maximum damage (Salmon Run): 24
- Minimum damage (Salmon Run): 19
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 0.75 damage per frame.
- --Becomes a 6 shot splat on frame 14. (19.5 damage)
- --Becomes a 7 shot splat on frame 18. (16.5 damage)
- --Becomes a 8 shot splat on frame 21. (14.3 damage)
- --Becomes a 9 shot splat on frame 24. (12 damage)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 13 degrees
- Shot deviation angle while jumping: 16 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 6%
- Maximum frequency at which bullets shoot towards the outer reticle: 50%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 3%
- -Reaches maximum frequency in 15 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 44 frames.
- -Reaches minimum frequency after jumping in 34 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 3 frames
- Bullet velocity after flying straight: Travels 18.945 units per frame
- -Effective range: 66 units.
- Knockback: 0 units
- Distance between droplets: 125 units
- Droplet rate: 1
- Number of droplet patterns: 8
- Near droplet paint distance: 11 units
- Near droplet paint radius: 20 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 17.5 units
- Droplet paint radius: 13 units
- Width of near paint droplets: 13 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Weight class: Medium -> Light
- Shot deviation angle while on the ground: 12 degrees -> 13 degrees
- Shot deviation angle while jumping: 12 degrees -> 16 degrees
- Ink cost: 0.5% -> 0.55%
- Maximum damage: 24.5 -> 24
- Minimum damage: 12.25 -> 12
- Distance between droplets: 117 -> 125
- Near droplet paint radius: 22 -> 20
- Far droplet paint radius: 19 -> 17.5
- Droplet paint radius: 13.5 -> 13
- Maximum frequency at which bullets shoot towards the outer reticle: 40% -> 50%
- Shot RNG increase per shot: 10% -> 3%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 8
- -Frame where bullet hits minimum damage: 24
- Becomes a 6 shot splat on frame 14. (19.5 damage)
- Becomes a 7 shot splat on frame 18. (16.5 damage)
- Becomes a 8 shot splat on frame 21. (14.3 damage)
- Becomes a 9 shot splat on frame 24. (12 damage)
- 1.3.0:
- Aerospray RG special cost: 180 -> 170
- 1.4.0:
- Aerospray MG special cost: 170 -> 160
- Droplet rate: 1 -> 0.9
- Distance between droplets: 125 -> 145
- Near droplet paint radius: 20 -> 18
- Far droplet paint radius: 17.5 -> 15.8
- Droplet paint radius: 13 -> 12
- Added parameter:
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- 2.3.0:
- Droplet rate: 0.9 -> 1
- Distance between droplets: 145 -> 125
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Player collision radius: -1 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- Current Properties:
- Weight class: Light
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 4 frames
- Bullet radius: 2 units
- Ink cost: 0.55% per shot
- Ink cost (Salmon Run): 0.55% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 24
- Minimum damage: 12
- Maximum damage (Salmon Run): 24
- Minimum damage (Salmon Run): 19
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 0.75 damage per frame.
- --Becomes a 6 shot splat on frame 14. (19.5 damage)
- --Becomes a 7 shot splat on frame 18. (16.5 damage)
- --Becomes a 8 shot splat on frame 21. (14.3 damage)
- --Becomes a 9 shot splat on frame 24. (12 damage)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 13 degrees
- Shot deviation angle while jumping: 16 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 6%
- Maximum frequency at which bullets shoot towards the outer reticle: 50%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 3%
- -Reaches maximum frequency in 15 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 44 frames.
- -Reaches minimum frequency after jumping in 34 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 3 frames
- Bullet velocity after flying straight: Travels 18.945 units per frame
- -Effective range: 66 units.
- Knockback: 0 units
- Distance between droplets: 125 units
- Droplet rate: 1
- Number of droplet patterns: 8
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 15.8 units
- Droplet paint radius: 12 units
- Shots required to force a near paint droplet: N/A
- Width of near paint droplets: 13 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- Splattershot Pro
- ================
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.5 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 8 frames
- Bullet radius: 2 units
- Ink cost: 2% per shot
- Ink cost (Salmon Run): 2% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 42
- Minimum damage: 21
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 9
- Frame where bullet hits minimum damage: 25
- -Standard multiplayer statistics:
- --Loses 1.3125 damage per frame.
- --Becomes a 4 shot splat on frame 16. (32.8 damage)
- --Becomes a 5 shot splat on frame 22. (24.9 damage)
- -Loses 0.9375 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 3 degrees
- Shot deviation angle while jumping: 10 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 23 units per frame
- Frames bullet flies with initial bullet velocity: 5 frames
- Bullet velocity after flying straight: Travels 22.698 units per frame
- -Effective range: 115 units.
- Knockback: 0 units
- Distance between droplets: 88 units
- Droplet rate: 2
- Number of droplet patterns: 8
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 12.2 units
- Width of near paint droplets: 11 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Shot deviation angle while jumping: 12 degrees -> 10 degrees
- Ink Cost: 1.9% -> 2%
- Initial bullet velocity: 26.3 -> 23
- -Effective range: 131.5 -> 115 (~13% decrease)
- Droplet rate: 3 -> 2
- Distance between droplets: 75 -> 88
- Near droplet radius: 19.2 -> 18
- Far droplet paint radius: 18 -> 16
- Droplet paint radius: 12.5 -> 12.2
- Shot RNG increase per shot: 10% -> 2%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 18
- S2 exclusive:
- -Frame where bullet hits minimum damage: 25
- -Frame before bullet damage starts to decrease: 9
- Becomes a 4 shot splat on frame 16. (32.8 damage)
- Becomes a 5 shot splat on frame 22. (24.9 damage)
- 1.3.0:
- Splattershot Pro special cost: 180 -> 170
- 1.4.0:
- Initial bullet velocity: 23 -> 38.33333
- Frames bullet flies straight through the air: 5 -> 3
- Shot deviation angle while on the ground: 3 degrees -> 2.7 degrees
- Shot deviation angle while jumping: 10 degrees -> 6 degrees
- Frame before bullet damage starts to decrease: 9 -> 7
- Frame where bullet hits minimum damage: 25 -> 23
- -Becomes a 4 shot splat on frame 16 -> 14.
- -Becomes a 5 shot splat on frame 22 -> 20.
- Movement Speed: 0.5 -> 0.55
- Droplet paint radius: 12.2 -> 12.5
- Added parameter:
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- 2.2.0:
- Forge Splattershot Pro special cost: 180 -> 200
- Current Properties:
- Weight class: Medium
- Movement speed: 0.55 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 8 frames
- Bullet radius: 2 units
- Ink cost: 2% per shot
- Ink cost (Salmon Run): 2% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 42
- Minimum damage: 21
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 7
- Frame where bullet hits minimum damage: 23
- -Standard multiplayer statistics:
- --Loses 1.3125 damage per frame.
- --Becomes a 4 shot splat on frame 14. (32.8 damage)
- --Becomes a 5 shot splat on frame 20. (24.9 damage)
- -Loses 0.9375 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 2.7 degrees
- Shot deviation angle while jumping: 6 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 38.33333 units per frame
- Frames bullet flies with initial bullet velocity: 3 frames
- Bullet velocity after flying straight: Travels 22.698 units per frame
- -Effective range: 114.99999 units.
- Knockback: 0 units
- Distance between droplets: 88 units
- Droplet rate: 2
- Number of droplet patterns: 8
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 12.5 units
- Width of near paint droplets: 11 units
- Droplet collision radius: 1.5 units
- Splattershot Jr.
- ================
- Initial Properties:
- Weight class: Light
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.5% per shot
- Ink cost (Salmon Run): 0.5% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 28
- Minimum damage: 14
- Maximum damage (Salmon Run): 28
- Minimum damage (Salmon Run): 20
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 0.875 damage per frame.
- --Becomes a 5 shot splat on frame 12. (24.5 damage.)
- --Becomes a 6 shot splat on frame 18. (19.3 damage.)
- --Becomes a 7 shot splat on frame 21. (16.6 damage.)
- --Becomes a 8 shot splat on frame 24. (14 damage.)
- -Loses 0.5 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 12 degrees
- Shot deviation angle while jumping: 15 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 40%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 2%
- -Reaches maximum frequency in 18 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 36 frames.
- -Reaches minimum frequency after jumping in 36 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 3 frames
- Bullet velocity after flying straight: Travels 18.945 units per frame
- -Effective range: 66 units.
- Knockback: 0 units
- Distance between droplets: 95 units
- Droplet rate: 1.4
- Number of droplet patterns: 7
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19.7 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16.5 units
- Droplet paint radius: 12.9 units
- Width of near paint droplets: 12 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Weight class: Medium -> Light
- Shot deviation angle while jumping: 18 degrees -> 15 degrees
- Droplet rate: 1.5 -> 1.4
- Distance between droplets: 80 -> 95
- Near droplet paint radius: 21 -> 19.7
- Far droplet paint radius: 18.5 -> 16.5
- Droplet paint radius: 13.2 -> 12.9
- Shot RNG increase per shot: 10% -> 2%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 8
- -Frame where bullet hits minimum damage: 24
- Becomes a 5 shot splat on frame 12. (24.5 damage.)
- Becomes a 6 shot splat on frame 18. (19.3 damage.)
- Becomes a 7 shot splat on frame 21. (16.6 damage.)
- Becomes a 8 shot splat on frame 24. (14 damage.)
- 2.0.0:
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- 2.2.0:
- Shots required to force a near paint droplet: N/A -> 3
- 2.3.0:
- Custom Splattershot Jr. special cost: 190 -> 180
- Current Properties:
- Weight class: Light
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.5% per shot
- Ink cost (Salmon Run): 0.5% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 28
- Minimum damage: 14
- Maximum damage (Salmon Run): 28
- Minimum damage (Salmon Run): 20
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 0.875 damage per frame.
- --Becomes a 5 shot splat on frame 12. (24.5 damage.)
- --Becomes a 6 shot splat on frame 18. (19.3 damage.)
- --Becomes a 7 shot splat on frame 21. (16.6 damage.)
- --Becomes a 8 shot splat on frame 24. (14 damage.)
- -Loses 0.5 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 12 degrees
- Shot deviation angle while jumping: 15 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 40%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 2%
- -Reaches maximum frequency in 18 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 36 frames.
- -Reaches minimum frequency after jumping in 36 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 3 frames
- Bullet velocity after flying straight: Travels v units per frame
- -Effective range: 66 units.
- Knockback: 0 units
- Distance between droplets: 95 units
- Droplet rate: 1.4
- Number of droplet patterns: 7
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19.7 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16.5 units
- Droplet paint radius: 12.9 units
- Shots required to force a near paint droplet: 3
- Width of near paint droplets: 12 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- Squeezer (Old)
- ==============
- This weapon got reworked entirely in 2.0.0, and the parameters listed here were never officially implemented in the game. It is simply listed here for archival purposes. Squeezer (Burst Fire) and Squeezer (Continuous Fire) contain the current version of the Squeezer.
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.55 units per frame
- Shoots automatically: No
- Triple shot: No
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 1.8% per shot
- Ink cost (Salmon Run): 1.8% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 38
- Minimum damage: 19
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 9
- Frame where bullet hits minimum damage: 25
- -Standard multiplayer statistics:
- --Loses 1.1875 damage per frame.
- --Becomes a 4 shot splat on frame 13. (33.3 damage.)
- --Becomes a 5 shot splat on frame 20. (24.9 damage.)
- --Becomes a 6 shot splat on frame 25. (19 damage.)
- -Loses 0.9375 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 0 degrees
- Shot deviation angle while jumping: 0 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 23 units per frame
- Frames bullet flies with initial bullet velocity: 5 frames
- Bullet velocity after flying straight: Travels 22.698 units per frame
- -Effective range: 115 units.
- Knockback: 0 units
- Distance between droplets: 90 units
- Droplet rate: 2
- Number of droplet patterns: 4
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 17 units
- Droplet paint radius: 13.5 units
- Width of near paint droplets: 13.5 units
- Droplet collision radius: 1.5 units
- 2.0.0:
- Movement speed: 0.55 -> 0.72
- Shoots automatically: No -> Yes
- Frames between shots: 5 -> 8
- Ink cost: 1.8% -> 2.5%
- Ink cost (Salmon Run): 1.8% -> 2.5%
- Frame before bullet damage starts to decrease: 9 -> 8
- Frame where bullet hits minimum damage: 25 -> 24
- -Becomes a 4 shot splat on frame 12. (33.3 damage.)
- -Becomes a 5 shot splat on frame 19. (24.9 damage.)
- -Becomes a 6 shot splat on frame 24. (19 damage.)
- Initial bullet velocity: 23 -> 32
- Frames bullet flies with initial bullet velocity: 5 -> 4
- Bullet velocity after flying straight: 22.698 -> 29.695
- -Effective range: 115 -> 128 (~8% increase)
- Distance between droplets: 90 -> 150
- Droplet rate: 2 -> 1.5
- Number of droplet patterns: 4 -> 8
- Near droplet paint radius: 19 -> 22
- Far droplet paint radius: 17 -> 15
- Droplet paint radius: 13.5 -> 11.8
- Width of near paint droplets: 13.5 -> 12.5
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Shots required to force a near paint droplet: 4
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Frames to shift firing modes: 16
- Added in the Continuous Fire mode.
- Squeezer (Burst Fire)
- =====================
- Current Properties:
- Weight class: Medium
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: 16 frames
- Frames between shots: 8 frames
- Bullet radius: 2 units
- Ink cost: 2.5% per shot
- Ink cost (Salmon Run): 2.5% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 38
- Minimum damage: 19
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 1.1875 damage per frame.
- --Becomes a 4 shot splat on frame 12. (33.3 damage.)
- --Becomes a 5 shot splat on frame 19. (24.9 damage.)
- --Becomes a 6 shot splat on frame 24. (19 damage.)
- -Loses 0.9375 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 0 degrees
- Shot deviation angle while jumping: 0 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 32 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 29.695 units per frame
- -Effective range: 128 units.
- Knockback: 0 units
- Distance between droplets: 150 units
- Droplet rate: 1.5
- Number of droplet patterns: 8
- Near droplet paint distance: 11 units
- Near droplet paint radius: 22 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 15 units
- Droplet paint radius: 11.8 units
- Shots required to force a near paint droplet: 4
- Width of near paint droplets: 12.5 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- Squeezer (Continuous Fire)
- ==========================
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 7 frames
- Bullet radius: 2 units
- Ink cost: 1% per shot
- Ink cost (Salmon Run): 1% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 30
- Minimum damage: 15
- Maximum damage (Salmon Run): 30
- Minimum damage (Salmon Run): 25
- Frame before bullet damage starts to decrease: 7
- Frame where bullet hits minimum damage: 23
- -Standard multiplayer statistics:
- --Loses 0.9375 damage per frame.
- --Becomes a 5 shot splat on frame 13. (24.4 damage.)
- --Becomes a 6 shot splat on frame 18. (19.7 damage.)
- --Becomes a 7 shot splat on frame 22. (15.9 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 8 degrees
- Shot deviation angle while jumping: 13 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 23 units per frame
- Frames bullet flies with initial bullet velocity: 3 frames
- Bullet velocity after flying straight: Travels 22.69 units per frame
- -Effective range: 69 units.
- Knockback: 0 units
- Distance between droplets: 65 units
- Droplet rate: 2
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 11.8 units
- Shots required to force a near paint droplet: N/A
- Width of near paint droplets: 12 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- 3.0.0:
- Ink cost: 1% -> 0.9%
- Ink cost (Salmon Run): 1% -> 0.9%
- Initial bullet velocity: 23 -> 24
- Bullet velocity after flying straight: 22.69 -> 23.032
- -Effective range: 69 -> 72 (~4% increase)
- Added parameter:
- -Player collision radius: -1 (Does not change anything in this patch.)
- Current Properties:
- Weight class: Medium
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 7 frames
- Bullet radius: 2 units
- Ink cost: 0.9% per shot
- Ink cost (Salmon Run): 0.9% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 30
- Minimum damage: 25
- Maximum damage (Salmon Run): 30
- Minimum damage (Salmon Run): 15
- Frame before bullet damage starts to decrease: 7
- Frame where bullet hits minimum damage: 23
- -Standard multiplayer statistics:
- --Loses 0.9375 damage per frame.
- --Becomes a 5 shot splat on frame 13. (24.4 damage.)
- --Becomes a 6 shot splat on frame 18. (19.7 damage.)
- --Becomes a 7 shot splat on frame 22. (15.9 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 8 degrees
- Shot deviation angle while jumping: 13 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 24 units per frame
- Frames bullet flies with initial bullet velocity: 3 frames
- Bullet velocity after flying straight: Travels 23.032 units per frame
- -Effective range: 72 units.
- Knockback: 0 units
- Distance between droplets: 65 units
- Droplet rate: 2
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 11.8 units
- Shots required to force a near paint droplet: N/A
- Width of near paint droplets: 12 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- .52 Gal
- =======
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.6 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 9 frames
- Bullet radius: 2 units
- Ink cost: 1.3% per shot
- Ink cost (Salmon Run): 1.3% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 52
- Minimum damage: 26
- Maximum damage (Salmon Run): 52
- Minimum damage (Salmon Run): 35
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 1.625 damage per frame.
- --Becomes a 3 shot splat on frame 10. (48.8 damage.)
- --Becomes a 4 shot splat on frame 20. (32.5 damage.)
- -Loses 1.0625 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 6 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 6%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 6%
- -Reaches maximum frequency in 4 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 38 frames.
- -Reaches minimum frequency after jumping in 68 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 14.495 units per frame
- -Effective range: 88 units.
- Knockback: 0 units
- Distance between droplets: 55 units
- Droplet rate: 2.4
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19.7 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16.5 units
- Droplet paint radius: 13 units
- Width of near paint droplets: 13 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Ink cost: 1.2% -> 1.3%
- Shot deviation angle while jumping: 15 degrees -> 12 degrees
- Distance between droplets: 50 -> 55
- Droplet rate: 3 -> 2.4
- Near droplet paint radius: 21 -> 19.7
- Far droplet paint radius: 18.5 -> 16.5
- Droplet paint radius: 13.5 -> 13.0
- Shot RNG increase per shot: 12% -> 6%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 8
- -Frame where bullet hits minimum damage: 24
- Becomes a 3 shot splat on frame 10. (48.8 damage.)
- Becomes a 4 shot splat on frame 20. (32.5 damage.)
- 1.4.0:
- .52 Gal special cost: 180 -> 190
- Frame before bullet damage starts to decrease: 8 -> 6
- Frame where bullet hits minimum damage: 24 -> 22
- -Becomes a 3 shot splat on frame 10 -> 8
- -Becomes a 4 shot splat on frame 20 -> 18
- Bullet velocity after flying straight: 14.495 -> 18.472
- 2.2.0:
- .52 Gal special cost: 190 -> 180
- 2.3.0:
- Minimum frequency at which bullets shoot towards the outer reticle: 6% -> 2%
- Shot RNG increase per shot: 6% -> 4%
- -Reaches maximum frequency in 6 shots instead of 4 shots.
- -Reaches minimum frequency when on the ground in 46 frames instead of 38 frames.
- -Reaches minimum frequency after jumping in 76 frames instead of 68 frames.
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- 3.1.0:
- .52 Gal special cost: 180 -> 170
- Current Properties:
- Weight class: Medium
- Movement speed: 0.6 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 9 frames
- Bullet radius: 2 units
- Ink cost: 1.3% per shot
- Ink cost (Salmon Run): 1.3% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 52
- Minimum damage: 26
- Maximum damage (Salmon Run): 52
- Minimum damage (Salmon Run): 35
- Frame before bullet damage starts to decrease: 6
- Frame where bullet hits minimum damage: 22
- -Standard multiplayer statistics:
- --Loses 1.625 damage per frame.
- --Becomes a 3 shot splat on frame 8. (48.8 damage.)
- --Becomes a 4 shot splat on frame 18. (32.5 damage.)
- -Loses 1.0625 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 6 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 2%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 4%
- -Reaches maximum frequency in 6 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 46 frames.
- -Reaches minimum frequency after jumping in 76 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 18.472 units per frame
- -Effective range: 88 units.
- Knockback: 0 units
- Distance between droplets: 55 units
- Droplet rate: 2.4
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19.7 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16.5 units
- Droplet paint radius: 13 units
- Shots required to force a near paint droplet: N/A
- Width of near paint droplets: 13 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- .96 Gal
- =======
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.4 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 12 frames
- Bullet radius: 2 units
- Ink cost: 2.5% per shot
- Ink cost (Salmon Run): 2.5% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 52
- Minimum damage: 26
- Maximum damage (Salmon Run): 85
- Minimum damage (Salmon Run): 55
- Frame before bullet damage starts to decrease: 9
- Frame where bullet hits minimum damage: 25
- -Standard multiplayer statistics:
- --Loses 1.625 damage per frame.
- --Becomes a 3 shot splat on frame 11. (48.8 damage.)
- --Becomes a 4 shot splat on frame 21. (32.5 damage.)
- -Loses 1.875 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 5 degrees
- Shot deviation angle while jumping: 14 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 15%
- Maximum frequency at which bullets shoot towards the outer reticle: 40%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 5%
- -Reaches maximum frequency in 5 shots.
- Shot RNG reduction per frame: 2%
- -Reaches minimum frequency when on the ground in 13 frames.
- -Reaches minimum frequency after jumping in 13 frames.
- Initial bullet velocity: Travels 23 units per frame
- Frames bullet flies with initial bullet velocity: 5 frames
- Bullet velocity after flying straight: Travels 22.698 units per frame
- -Effective range: 115 units.
- Knockback: 0 units
- Distance between droplets: 60 units
- Droplet rate: 3
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 20 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 17.5 units
- Droplet paint radius: 13.5 units
- Width of near paint droplets: 13 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Initial bullet velocity: 22 -> 23
- Frames bullet flies with initial bullet velocity: 6 -> 5
- -Effective range: 132 -> 115 (~13% decrease)
- Shot deviation angle while on the ground: 4 degrees -> 5 degrees
- Shot deviation angle while jumping: 12 degrees -> 14 degrees
- Droplet rate: 4 -> 3
- Distance between droplets: 50 -> 60
- Near droplet paint radius: 21 -> 20
- Far droplet paint radius: 18.5 -> 17.5
- Droplet paint radius: 14.5 -> 13.5
- Maximum frequency at which bullets shoot towards the outer reticle: 25% -> 40%
- Shot RNG increase per shot: 20% -> 5%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 9
- -Frame where bullet hits minimum damage: 25
- Becomes a 3 shot splat on frame 11. (48.8 damage.)
- Becomes a 4 shot splat on frame 22. (32.5 damage.)
- 1.1.2:
- .96 Gal special cost: 180 -> 210
- 1.3.0:
- .96 Gal special cost: 210 -> 200
- 1.4.0:
- Maximum damage: 52 -> 62
- Minimum damage: 26 -> 31
- -Damage lost per frame: 1.625 -> 1.9375
- -Becomes a 3 shot splat on frame 11 -> 16. (48.4 damage.)
- -Becomes a 4 shot splat on frame 22 -> 24. (32.9 damage.)
- Shot deviation angle while on the ground: 5 degrees -> 4.6 degrees
- Shot deviation angle while jumping: 14 degrees -> 12 degrees
- Added parameters:
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- 2.3.0:
- .96 Gal special cost: 200 -> 190
- 3.0.0:
- Minimum frequency at which bullets shoot towards the outer reticle: 15% -> 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 40% -> 30%
- Shot RNG increase per shot: 5% -> 3%
- -Reaches maximum frequency in 9 shots insted of 5 shots.
- -Reaches minimum frequency after jumping in 18 frames instead of 13 frames.
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Player collision radius: -1 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- Current Properties:
- Weight class: Medium
- Movement speed: 0.4 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 12 frames
- Bullet radius: 2 units
- Ink cost: 2.5% per shot
- Ink cost (Salmon Run): 2.5% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 62
- Minimum damage: 31
- Maximum damage (Salmon Run): 85
- Minimum damage (Salmon Run): 55
- Frame before bullet damage starts to decrease: 9
- Frame where bullet hits minimum damage: 25
- -Standard multiplayer statistics:
- --Loses 1.9375 damage per frame.
- --Becomes a 3 shot splat on frame 16. (48.4 damage.)
- --Becomes a 4 shot splat on frame 24. (32.9 damage.)
- -Loses 1.875 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 4.6 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 30%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 3%
- -Reaches maximum frequency in 9 shots.
- Shot RNG reduction per frame: 2%
- -Reaches minimum frequency when on the ground in 13 frames.
- -Reaches minimum frequency after jumping in 18 frames.
- Initial bullet velocity: Travels 23 units per frame
- Frames bullet flies with initial bullet velocity: 5 frames
- Bullet velocity after flying straight: Travels 22.698 units per frame
- -Effective range: 115 units.
- Knockback: 0 units
- Distance between droplets: 60 units
- Droplet rate: 3
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 20 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 17.5 units
- Droplet paint radius: 13.5 units
- Shots required to force a near paint droplet: N/A
- Width of near paint droplets: 13 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- Jet Squelcher
- =============
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.6 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 8 frames
- Bullet radius: 2 units
- Ink cost: 1.6% per shot
- Ink cost (Salmon Run): 1.6% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 32
- Minimum damage: 16
- Maximum damage (Salmon Run): 35
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 11
- Frame where bullet hits minimum damage: 27
- -Standard multiplayer statistics:
- --Loses 1 damage per frame.
- --Becomes a 5 shot splat on frame 19. (24 damage.)
- --Becomes a 6 shot splat on frame 24. (19 damage.)
- --Becomes a 7 shot splat on frame 27. (16 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 3 degrees
- Shot deviation angle while jumping: 10 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 2%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1.5%
- -Reaches maximum frequency in 16 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 23 frames.
- -Reaches minimum frequency after jumping in 38 frames.
- Initial bullet velocity: Travels 24 units per frame
- Frames bullet flies with initial bullet velocity: 7 frames
- Bullet velocity after flying straight: Travels 22.32 units per frame
- -Effective range: 168 units.
- Knockback: 0 units
- Distance between droplets: 100 units
- Droplet rate: 2.4
- Number of droplet patterns: 8
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 12 units
- Width of near paint droplets: 10 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Maximum damage: 31 -> 32
- Minimum damage: 15.5 -> 16
- Initial bullet velocity: 22 -> 24
- Frames bullet flies straight through the air: 8 -> 7
- -Effective range: 176 -> 168 (~5% decrease)
- Droplet rate: 3 -> 2.4
- Distance between droplets: 85 -> 100
- Near droplet paint radius: 19.2 -> 18
- Far droplet paint radius: 18 -> 16
- Shot RNG increase per shot: 10% -> 1.5%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 11
- -Frame where bullet hits minimum damage: 27
- Becomes a 5 shot splat on frame 19. (24 damage.)
- Becomes a 6 shot splat on frame 24. (19 damage.)
- Becomes a 7 shot splat on frame 27. (16 damage.)
- 2.0.0:
- Frame before bullet damage starts to decrease: 11 -> 9
- Frame where bullet hits minimum damage: 27 -> 25
- -Becomes a 5 shot splat on frame 17.
- -Becomes a 6 shot splat on frame 22.
- -Becomes a 7 shot splat on frame 25.
- Initial bullet velocity: 24 -> 33.6
- Frames bullet flies straight through the air: 7 -> 5
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- 2.3.0:
- Shot deviation angle while jumping: 10 degrees -> 8 degrees
- Added parameter:
- -Player collision radius: -1 (Does not change anything in this patch.)
- Current Properties:
- Weight class: Medium
- Movement speed: 0.6 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 8 frames
- Bullet radius: 2 units
- Ink cost: 1.6% per shot
- Ink cost (Salmon Run): 1.6% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 32
- Minimum damage: 16
- Maximum damage (Salmon Run): 35
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 9
- Frame where bullet hits minimum damage: 25
- -Standard multiplayer statistics:
- --Loses 1 damage per frame.
- --Becomes a 5 shot splat on frame 17. (24 damage.)
- --Becomes a 6 shot splat on frame 22. (19 damage.)
- --Becomes a 7 shot splat on frame 25. (16 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 3 degrees
- Shot deviation angle while jumping: 8 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 2%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1.5%
- -Reaches maximum frequency in 16 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 23 frames.
- -Reaches minimum frequency after jumping in 38 frames.
- Initial bullet velocity: Travels 33.6 units per frame
- Frames bullet flies with initial bullet velocity: 5 frames
- Bullet velocity after flying straight: Travels 22.32 units per frame
- -Effective range: 168 units.
- Knockback: 0 units
- Distance between droplets: 100 units
- Droplet rate: 2.4
- Number of droplet patterns: 8
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 12 units
- Shots required to force a near paint droplet: N/A
- Width of near paint droplets: 13 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- Splattershot
- ============
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 6 frames
- Bullet radius: 2 units
- Ink cost: 1% per shot
- Ink cost (Salmon Run): 1% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 35
- Minimum damage: 17.5
- Maximum damage (Salmon Run): 35
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 1.09375 damage per frame.
- --Becomes a 4 shot splat on frame 10. (32.8 damage.)
- --Becomes a 5 shot splat on frame 18. (24.1 damage.)
- --Becomes a 6 shot splat on frame 22. (19.7 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 6 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 14.495 units per frame
- -Effective range: 88 units.
- Knockback: 0 units
- Distance between droplets: 92 units
- Droplet rate: 1.5
- Number of droplet patterns: 6
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 12.8 units
- Width of near paint droplets: 12 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Shot deviation angle while jumping: 15 degrees -> 12 degrees
- Number of droplet patterns: 5 -> 6
- Ink cost: 0.9% -> 1%
- Droplet rate: 2 -> 1.5
- Distance between droplets: 75 -> 92
- Near droplet paint radius: 19.2 -> 18
- Far droplet paint radius: 18 -> 16
- Droplet paint radius: 13 -> 12.8
- Shot RNG increase per shot: 2% -> 1%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 8
- -Frame where bullet hits minimum damage: 24
- Becomes a 4 shot splat on frame 10. (32.8 damage.)
- Becomes a 5 shot splat on frame 18. (24.1 damage.)
- Becomes a 6 shot splat on frame 22. (19.7 damage.)
- 1.1.2:
- Tentatek Splattershot special cost: 190 -> 210
- 1.3.0:
- Tentatek Splattershot special cost: 210 -> 230
- 1.4.0:
- Splattershot special cost: 180 -> 190
- 2.0.0:
- Splattershot special cost: 190 -> 200
- 2.3.0:
- Tentatek Splattershot special cost: 230 -> 210
- Current Properties:
- Weight class: Medium
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 6 frames
- Bullet radius: 2 units
- Ink cost: 1% per shot
- Ink cost (Salmon Run): 1% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 35
- Minimum damage: 17.5
- Maximum damage (Salmon Run): 35
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 1.09375 damage per frame.
- --Becomes a 4 shot splat on frame 10. (32.8 damage.)
- --Becomes a 5 shot splat on frame 18. (24.1 damage.)
- --Becomes a 6 shot splat on frame 22. (19.7 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 6 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 14.495 units per frame
- -Effective range: 88 units.
- Knockback: 0 units
- Distance between droplets: 92 units
- Droplet rate: 1.5
- Number of droplet patterns: 6
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 12.8 units
- Width of near paint droplets: 12 units
- Droplet collision radius: 1.5 units
- Splash-o-matic
- ==============
- Initial Properties:
- Weight class: Light
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.8% per shot
- Ink cost (Salmon Run): 0.8% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 28
- Minimum damage: 14
- Maximum damage (Salmon Run): 28
- Minimum damage (Salmon Run): 20
- Frame before bullet damage starts to decrease: 4
- Frame where bullet hits minimum damage: 20
- -Standard multiplayer statistics:
- --Loses 0.875 damage per frame.
- --Becomes a 5 shot splat on frame 8. (24.5 damage.)
- --Becomes a 6 shot splat on frame 14. (19.3 damage.)
- --Becomes a 7 shot splat on frame 17. (16.6 damage.)
- --Becomes a 8 shot splat on frame 20. (14 damage.)
- -Loses 0.5 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 0 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 40%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 2%
- -Reaches maximum frequency in 18 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 36 frames.
- -Reaches minimum frequency after jumping in 36 frames.
- Initial bullet velocity: Travels 36 units per frame
- Frames bullet flies with initial bullet velocity: 2 frames
- Bullet velocity after flying straight: Travels 15.83 units per frame
- -Effective range: 72 units.
- Knockback: 0 units
- Distance between droplets: 110 units
- Droplet rate: 1.2
- Number of droplet patterns: 6
- Near droplet paint distance: 11 units
- Near droplet paint radius: 20.5 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16.5 units
- Droplet paint radius: 12.8 units
- Width of near paint droplets: 11.5 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Weight class: Medium -> Light
- Initial bullet velocity: 24 -> 36
- Shot deviation angle while on the ground: 2.7 degrees -> 0 degrees
- Number of droplet patterns: 7 -> 6
- Ink Cost: 0.7% -> 0.8%
- Frames bullet flies straight through the air: 3 -> 2
- Droplet Rate: 1.65 -> 1.2
- Distance between droplets: 80 -> 110
- Near droplet paint radius: 22 -> 20.5
- Far droplet paint radius: 19 -> 16.5
- Droplet paint radius: 13.2 -> 12.8
- Shot RNG increase per shot: 10% -> 2%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 4
- -Frame where bullet hits minimum damage: 20
- Becomes a 5 shot splat on frame 8. (24.5 damage.)
- Becomes a 6 shot splat on frame 14. (19.3 damage.)
- Becomes a 7 shot splat on frame 17. (16.6 damage.)
- Becomes a 8 shot splat on frame 20. (14 damage.)
- 1.3.0:
- Splash-o-matic special cost: 180 -> 170
- 1.4.0:
- Initial bullet velocity: 36 -> 39.2
- Bullet velocity after flying straight: 15.83 -> 15.815
- Effective range: 72 -> 78.4
- Droplet Rate: 1.2 -> 1.5
- Distance between droplets: 110 -> 95
- Added parameter:
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- 3.1.0:
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Player collision radius: -1 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- Current Properties:
- Weight class: Light
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames to shift firing modes: N/A
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.8% per shot
- Ink cost (Salmon Run): 0.8% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 28
- Minimum damage: 14
- Maximum damage (Salmon Run): 28
- Minimum damage (Salmon Run): 20
- Frame before bullet damage starts to decrease: 4
- Frame where bullet hits minimum damage: 20
- -Standard multiplayer statistics:
- --Loses 0.875 damage per frame.
- --Becomes a 5 shot splat on frame 8. (24.5 damage.)
- --Becomes a 6 shot splat on frame 14. (19.3 damage.)
- --Becomes a 7 shot splat on frame 17. (16.6 damage.)
- --Becomes a 8 shot splat on frame 20. (14 damage.)
- -Loses 0.5 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 0 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 40%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 2%
- -Reaches maximum frequency in 18 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 36 frames.
- -Reaches minimum frequency after jumping in 36 frames.
- Initial bullet velocity: Travels 39.2 units per frame
- Frames bullet flies with initial bullet velocity: 2 frames
- Bullet velocity after flying straight: Travels 15.815 units per frame
- -Effective range: 78.4 units.
- -Potential range: 110.03 units.
- Knockback: 0 units
- Distance between droplets: 95 units
- Droplet rate: 1.5
- Number of droplet patterns: 6
- Near droplet paint distance: 11 units
- Near droplet paint radius: 20.5 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16.5 units
- Droplet paint radius: 12.8 units
- Shots required to force a near paint droplet: N/A
- Width of near paint droplets: 11.5 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- N-ZAP '85
- =========
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.8 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.8% per shot
- Ink cost (Salmon Run): 0.85% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 28
- Minimum damage: 14
- Maximum damage (Salmon Run): 28
- Minimum damage (Salmon Run): 20
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 0.875 damage per frame.
- --Becomes a 5 shot splat on frame 12. (24.5 damage.)
- --Becomes a 6 shot splat on frame 18. (19.3 damage.)
- --Becomes a 7 shot splat on frame 21. (16.6 damage.)
- --Becomes a 8 shot splat on frame 24. (14 damage.)
- -Loses 0.5 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 6 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 14.495 units per frame
- -Effective range: 88 units.
- Knockback: 0 units
- Distance between droplets: 110 units
- Droplet rate: 1.4
- Number of droplet patterns: 11
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 11.6 units
- Width of near paint droplets: 10 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Shot deviation angle while jumping: 15 degrees -> 12 degrees
- Droplet rate: 1.65 -> 1.4
- Distance between droplets: 100 -> 110
- Near droplet paint radius: 19.2 -> 18
- Far droplet paint radius: 18 -> 16
- Droplet paint radius: 12.8 -> 11.6
- Shot RNG increase per shot: 2% -> 1%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 8
- -Frame where bullet hits minimum damage: 24
- Becomes a 5 shot splat on frame 12. (24.5 damage.)
- Becomes a 6 shot splat on frame 18. (19.3 damage.)
- Becomes a 7 shot splat on frame 21. (16.6 damage.)
- Becomes a 8 shot splat on frame 24. (14 damage.)
- 1.1.2:
- N-ZAP '85 special cost: 180 -> 200
- 1.3.0:
- N-ZAP '85 special cost: 200 -> 190
- 1.4.0:
- Weight class: Medium -> Light
- Movement speed: 0.8 -> 0.84
- Added parameter:
- -Shots required to force a near paint droplet: 5
- 2.2.0:
- N-ZAP '85 special cost: 190 -> 210
- Current Properties:
- Weight class: Light
- Movement speed: 0.84 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.8% per shot
- Ink cost (Salmon Run): 0.85% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 28
- Minimum damage: 14
- Maximum damage (Salmon Run): 28
- Minimum damage (Salmon Run): 20
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 0.875 damage per frame.
- --Becomes a 5 shot splat on frame 12. (24.5 damage.)
- --Becomes a 6 shot splat on frame 18. (19.3 damage.)
- --Becomes a 7 shot splat on frame 21. (16.6 damage.)
- --Becomes a 8 shot splat on frame 24. (14 damage.)
- -Loses 0.5 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 6 degrees
- Shot deviation angle while jumping: 12 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 14.495 units per frame
- -Effective range: 88 units.
- Knockback: 0 units
- Distance between droplets: 110 units
- Droplet rate: 1.4
- Number of droplet patterns: 11
- Near droplet paint distance: 11 units
- Near droplet paint radius: 18 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 16 units
- Droplet paint radius: 11.6 units
- Shots required to force a near paint droplet: 5
- Width of near paint droplets: 10 units
- Droplet collision radius: 1.5 units
- Sploosh-o-matic
- ===============
- Initial Properties:
- Weight class: Light
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.8% per shot
- Ink cost (Salmon Run): 0.8% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 38
- Minimum damage: 19
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 6
- Frame where bullet hits minimum damage: 22
- -Standard multiplayer statistics:
- --Loses 1.1875 damage per frame.
- --Becomes a 4 shot splat on frame 10. (33.3 damage.)
- --Becomes a 5 shot splat on frame 17. (24.9 damage.)
- --Becomes a 6 shot splat on frame 22. (19 damage.)
- -Loses 0.9375 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 12 degrees
- Shot deviation angle while jumping: 18 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 40%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 2%
- -Reaches maximum frequency in 18 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 36 frames.
- -Reaches minimum frequency after jumping in 36 frames.
- Initial bullet velocity: Travels 20 units per frame
- Frames bullet flies with initial bullet velocity: 2 frames
- Bullet velocity after flying straight: Travels 17.82 units per frame
- -Effective range: 40 units.
- Knockback: 0 units
- Distance between droplets: 60 units
- Droplet rate: 1.4
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 22 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 17 units
- Droplet paint radius: 12 units
- Width of near paint droplets: 11.5 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Weight class: Medium -> Light
- Number of droplet patterns: 4 -> 5
- Ink cost: 0.7% -> 0.8%
- Droplet rate: 1.5 -> 1.4
- Distance between droplets: 55 -> 60
- Near droplet paint radius: 24 -> 22
- Far droplet paint radius: 19 -> 17
- Shot RNG increase per shot: 10% -> 2%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 6
- -Frame where bullet hits minimum damage: 22
- Becomes a 4 shot splat on frame 10.
- Becomes a 5 shot splat on frame 17.
- Becomes a 6 shot splat on frame 22.
- 1.2.0:
- Movement speed: 0.72 -> 0.8
- 1.3.0:
- Sploosh-o-matic special cost: 180 -> 170
- Current Properties:
- Weight class: Light
- Movement speed: 0.8 units per frame
- Shoots automatically: Yes
- Triple shot: No
- Frames between shots: 5 frames
- Bullet radius: 2 units
- Ink cost: 0.8% per shot
- Ink cost (Salmon Run): 0.8% per shot
- Ink recovery cooldown: 20 frames
- Maximum damage: 38
- Minimum damage: 19
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 6
- Frame where bullet hits minimum damage: 22
- -Standard multiplayer statistics:
- --Loses 1.1875 damage per frame.
- --Becomes a 4 shot splat on frame 10. (33.3 damage.)
- --Becomes a 5 shot splat on frame 17. (24.9 damage.)
- --Becomes a 6 shot splat on frame 22. (19 damage.)
- -Loses 0.9375 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 12 degrees
- Shot deviation angle while jumping: 18 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 4%
- Maximum frequency at which bullets shoot towards the outer reticle: 40%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 2%
- -Reaches maximum frequency in 18 shots.
- Shot RNG reduction per frame: 1%
- -Reaches minimum frequency when on the ground in 36 frames.
- -Reaches minimum frequency after jumping in 36 frames.
- Initial bullet velocity: Travels 20 units per frame
- Frames bullet flies with initial bullet velocity: 2 frames
- Bullet velocity after flying straight: Travels 17.82 units per frame
- -Effective range: 40 units.
- Knockback: 0 units
- Distance between droplets: 60 units
- Droplet rate: 1.4
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 22 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 17 units
- Droplet paint radius: 12 units
- Width of near paint droplets: 11.5 units
- Droplet collision radius: 1.5 units
- H-3 Nozzlenose
- ==============
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.6 units per frame
- Shoots automatically: Yes
- Triple shot: Yes
- Frames between shots: 5 frames
- Frames between triple shots: 20 frames
- Bullet radius: 2 units
- Ink cost: 1.8% per shot
- Ink cost (Salmon Run): 1.8% per shot
- Ink recovery cooldown: 25 frames
- Maximum damage: 41
- Minimum damage: 20.5
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 40
- Frame before bullet damage starts to decrease: 9
- Frame where bullet hits minimum damage: 25
- -Standard multiplayer statistics:
- --Loses 1.28125 damage per frame.
- --Becomes a 4 shot splat on frame 15. (33.3 damage.)
- --Becomes a 5 shot splat on frame 22. (24.3 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 1 degree
- Shot deviation angle while jumping: 6 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 23 units per frame
- Frames bullet flies with initial bullet velocity: 5 frames
- Bullet velocity after flying straight: Travels 22.698 units per frame
- -Effective range: 115 units.
- Knockback: 0 units
- Distance between droplets: 60 units
- Droplet rate: 3
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 19 units
- Droplet paint radius: 14.2 units
- Width of near paint droplets: 13.5 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Ink cost: 1.6% -> 1.8%
- Ink recovery cooldown: 30 -> 25
- Movement speed: 0.45 -> 0.6
- Initial bullet velocity: 22 -> 23
- Frames bullet flies with initial bullet velocity: 6 -> 5
- -Effective range: 132 -> 115 (~13% decrease)
- Droplet rate: 4 -> 3
- Distance between droplets: 48 -> 60
- Near droplet paint radius: 22 -> 19
- Far droplet paint radius: 22 -> 19
- Droplet paint radius: 14.5 -> 14.2
- Rainmaker shield damage multiplier: 1.4 -> 1.2
- Shot RNG increase per shot: 2% -> 1%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 9
- -Frame where bullet hits minimum damage: 25
- Becomes a 4 shot splat on frame 15. (33.3 damage.)
- Becomes a 5 shot splat on frame 22. (24.3 damage.)
- 1.2.0:
- Maximum damage (Salmon Run): 45 -> 60
- Minimum damage (Salmon Run): 40 -> 50
- -Damage lost per frame (Salmon Run): 0.3125 -> 0.625
- 1.4.0:
- Initial bullet velocity: 23 -> 28.75
- Frames bullet flies with initial bullet velocity: 5 -> 4
- Frame before bullet damage starts to decrease: 9 -> 8
- Frame where bullet hits minimum damage: 25 -> 24
- -Becomes a 4 shot splat on frame 15 -> 14.
- -Becomes a 5 shot splat on frame 22 -> 21.
- Frame after jumping where outer reticle starts shrinking: 25 frames -> 20 frames
- Frame after jumping where outer reticle finishes shrinking: 70 frames -> 50 frames
- Added parameter:
- -Shots required to force a near paint droplet: 3
- 2.3.0:
- Shot deviation angle while jumping: 6 degrees -> 1 degree
- Near droplet paint radius: 19 -> 21
- Far droplet paint radius: 19 -> 21
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Player collision radius: -1 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- Current Properties:
- Weight class: Medium
- Movement speed: 0.6 units per frame
- Shoots automatically: Yes
- Triple shot: Yes
- Frames to shift firing modes: N/A
- Frames between shots: 5 frames
- Frames between triple shots: 20 frames
- Bullet radius: 2 units
- Ink cost: 1.8% per shot
- Ink cost (Salmon Run): 1.8% per shot
- Ink recovery cooldown: 25 frames
- Maximum damage: 41
- Minimum damage: 20.5
- Maximum damage (Salmon Run): 60
- Minimum damage (Salmon Run): 50
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 1.28125 damage per frame.
- --Becomes a 4 shot splat on frame 14. (33.3 damage.)
- --Becomes a 5 shot splat on frame 21. (24.3 damage.)
- -Loses 0.625 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 1 degree
- Shot deviation angle while jumping: 1 degree
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 20
- Frame after jumping where outer reticle finishes shrinking: 50
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 28.75 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 22.698 units per frame
- -Effective range: 115 units.
- Knockback: 0 units
- Distance between droplets: 60 units
- Droplet rate: 3
- Number of droplet patterns: 5
- Near droplet paint distance: 11 units
- Near droplet paint radius: 21 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 21 units
- Droplet paint radius: 14.2 units
- Shots required to force a near paint droplet: 3
- Width of near paint droplets: 13.5 units
- Low droplet height: 30 units
- High droplet height: 100 units
- Maximum droplet height radius multiplier: 1.2
- Minimum droplet height radius multiplier: 1
- Maximum droplet height radius multiplier for near droplets: 1.4
- Minimum droplet height radius multiplier for near droplets: 1.2
- Droplet collision radius: 1.5 units
- L-3 Nozzlenose
- ==============
- Initial Properties:
- Weight class: Medium
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: Yes
- Frames between shots: 4 frames
- Frames between triple shots: 8 frames
- Bullet radius: 2 units
- Ink cost: 1% per shot
- Ink cost (Salmon Run): 1% per shot
- Ink recovery cooldown: 25 frames
- Maximum damage: 29
- Minimum damage: 14.5
- Maximum damage (Salmon Run): 32
- Minimum damage (Salmon Run): 30
- Frame before bullet damage starts to decrease: 9
- Frame where bullet hits minimum damage: 25
- -Standard multiplayer statistics:
- --Loses 0.90625 damage per frame.
- --Becomes a 5 shot splat on frame 14. (24.5 damage.)
- --Becomes a 6 shot splat on frame 19. (19.9 damage.)
- --Becomes a 7 shot splat on frame 23. (16.3 damage.)
- -Loses 0.125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 1 degree
- Shot deviation angle while jumping: 6 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 22 units per frame
- Frames bullet flies with initial bullet velocity: 5 frames
- Bullet velocity after flying straight: Travels 15.68 units per frame
- -Effective range: 110 units.
- Knockback: 0 units
- Distance between droplets: 120 units
- Droplet rate: 1.5
- Number of droplet patterns: 10
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19.5 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 19.5 units
- Droplet paint radius: 15.5 units
- Width of near paint droplets: 14 units
- Droplet collision radius: 1.5 units
- Changes from Splatoon 1 to 2:
- Movement speed: 0.5 -> 0.72
- Distance between droplets: 116 -> 120
- Near droplet paint radius: 23 -> 19.5
- Far droplet paint radius: 23 -> 19.5
- Droplet paint radius: 16 -> 15.5
- Rainmaker shield damage multiplier: 1.2 -> 1.1
- Shot RNG increase per shot: 2% -> 1%
- S1 exclusive:
- -Frame where bullet hits minimum damage: 15
- S2 exclusive:
- -Frame before bullet damage starts to decrease: 9
- -Frame where bullet hits minimum damage: 25
- Becomes a 5 shot splat on frame 14. (24.5 damage.)
- Becomes a 6 shot splat on frame 19. (19.9 damage.)
- Becomes a 7 shot splat on frame 23. (16.3 damage.)
- 1.2.0:
- Maximum damage (Salmon Run): 32 -> 40
- Minimum damage (Salmon Run): 30 -> 35
- -Damage lost per frame (Salmon Run): 0.125 -> 0.3125
- 1.3.0:
- L-3 Nozzlenose special cost: 180 -> 170
- 1.4.0:
- L-3 Nozzlenose special cost: 170 -> 180
- Added parameter:
- -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
- 2.3.0:
- Initial bullet velocity: 22 -> 27.5
- Frames bullet flies straight through the air: 5 -> 4
- Frame before bullet damage starts to decrease: 9 -> 8
- Frame where bullet hits minimum damage: 25 -> 24
- -Becomes a 5 shot splat on frame 14 -> 13.
- -Becomes a 6 shot splat on frame 19 -> 18.
- -Becomes a 7 shot splat on frame 23 -> 22.
- Added parameters:
- -Low droplet height: 30 units (Does not change anything in this patch.)
- -High droplet height: 100 units (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- -Player collision radius: -1 (Does not change anything in this patch.)
- -Frames to shift firing modes: N/A (Does not change anything in this patch.)
- 3.0.0:
- Shots required to force a near paint droplet: N/A -> 7
- Number of droplet patterns: 10 -> 15
- Current Properties:
- Weight class: Medium
- Movement speed: 0.72 units per frame
- Shoots automatically: Yes
- Triple shot: Yes
- Frames to shift firing modes: N/A
- Frames between shots: 4 frames
- Frames between triple shots: 8 frames
- Bullet radius: 2 units
- Ink cost: 1% per shot
- Ink cost (Salmon Run): 1% per shot
- Ink recovery cooldown: 25 frames
- Maximum damage: 29
- Minimum damage: 14.5
- Maximum damage (Salmon Run): 45
- Minimum damage (Salmon Run): 35
- Frame before bullet damage starts to decrease: 8
- Frame where bullet hits minimum damage: 24
- -Standard multiplayer statistics:
- --Loses 0.90625 damage per frame.
- --Becomes a 5 shot splat on frame 13. (24.5 damage.)
- --Becomes a 6 shot splat on frame 18. (19.9 damage.)
- --Becomes a 7 shot splat on frame 22. (16.3 damage.)
- -Loses 0.3125 damage per frame in in Salmon Run.
- Shot deviation angle while on the ground: 1 degree
- Shot deviation angle while jumping: 6 degrees
- Minimum frequency at which bullets shoot towards the outer reticle: 1%
- Maximum frequency at which bullets shoot towards the outer reticle: 25%
- Frequency at which bullets shoot towards the outer reticle while jumping: 40%
- Frame after jumping where outer reticle starts shrinking: 25
- Frame after jumping where outer reticle finishes shrinking: 70
- Shot RNG increase per shot: 1%
- -Reaches maximum frequency in 24 shots.
- Shot RNG reduction per frame: 0.5%
- -Reaches minimum frequency when on the ground in 48 frames.
- -Reaches minimum frequency after jumping in 78 frames.
- Initial bullet velocity: Travels 27.5 units per frame
- Frames bullet flies with initial bullet velocity: 4 frames
- Bullet velocity after flying straight: Travels 15.68 units per frame
- -Effective range: 110 units.
- Knockback: 0 units
- Distance between droplets: 120 units
- Droplet rate: 1.5
- Number of droplet patterns: 15
- Near droplet paint distance: 11 units
- Near droplet paint radius: 19.5 units
- Far droplet paint distance: 200 units
- Far droplet paint radius: 19.5 units
- Droplet paint radius: 15.5 units
- Shots required to force a near paint droplet: 7
- Width of near paint droplets: 14 units
- Low droplet height: 30 units (Does not change anything in this patch.)
- High droplet height: 100 units (Does not change anything in this patch.)
- Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
- Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
- Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
- Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
- Droplet collision radius: 1.5 units
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement