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Splatoon 2 Shooter Data and Changes (3.1.0)

DrFetus Jun 7th, 2018 (edited) 1,319 Never
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  1. Raw parameters can be found here, courtesy of LeanYoshi: http://leanny.github.io/param/parameter_shooter_en.html
  2.  
  3. Basic terminology
  4. =================
  5. The game runs at 60 frames per second. So 1 frame = 1/60th of a second.
  6. Units are the game's unit of measurement. For reference, 50 units equals 1 bar in the testing range.
  7.  
  8. Common Mechanics
  9. ================
  10. 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.
  11. -When firing a weapon when exiting squid form, the bullet comes out on the 8th frame instead.
  12. Falloff damage mechanics:
  13. -Damage lost per frame is calculated by this formula:
  14. -(Maximum damage - Minimum damage) / (Frame where bullet hits minimum damage - Frame before bullet damage starts to decrease)
  15. -Also applies to Salmon Run damage. Substitute "Maximum damage (Salmon Run)" and "Minimum damage (Salmon Run)" for "Maximum damage" and "Minimum damage", respectively.
  16. -Round the final result to the nearest tenth decimal place.
  17. 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.
  18. 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.
  19. When shooting, bullets have a chance to go towards the outer reticle instead of coming out of the inner reticle.
  20. 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".
  21. 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".
  22. 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".
  23. 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.
  24. 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.
  25. When a bullet flies through the air, paint will drip from the bullet as it reaches its destination.
  26. 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.
  27. The size of the droplets depends on a number of factors.
  28. 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.
  29. 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.
  30. If neither of these conditions apply, the value of "Droplet paint radius" is used instead.
  31. Multipliers can be applied to the above droplet radius parameters under certain conditions.
  32. 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.)
  33. 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".
  34.  
  35. Aerospray MG
  36. ============
  37. Initial Properties:
  38.  
  39. Weight class: Light
  40. Movement speed: 0.72 units per frame
  41. Shoots automatically: Yes
  42. Triple shot: No
  43. Frames between shots: 4 frames
  44. Bullet radius: 2 units
  45. Ink cost: 0.55% per shot
  46. Ink cost (Salmon Run): 0.55% per shot
  47. Ink recovery cooldown: 20 frames
  48. Maximum damage: 24
  49. Minimum damage: 12
  50. Maximum damage (Salmon Run): 24
  51. Minimum damage (Salmon Run): 19
  52. Frame before bullet damage starts to decrease: 8
  53. Frame where bullet hits minimum damage: 24
  54. -Standard multiplayer statistics:
  55. --Loses 0.75 damage per frame.
  56. --Becomes a 6 shot splat on frame 14. (19.5 damage)
  57. --Becomes a 7 shot splat on frame 18. (16.5 damage)
  58. --Becomes a 8 shot splat on frame 21. (14.3 damage)
  59. --Becomes a 9 shot splat on frame 24. (12 damage)
  60. -Loses 0.3125 damage per frame in in Salmon Run.
  61. Shot deviation angle while on the ground: 13 degrees
  62. Shot deviation angle while jumping: 16 degrees
  63. Minimum frequency at which bullets shoot towards the outer reticle: 6%
  64. Maximum frequency at which bullets shoot towards the outer reticle: 50%
  65. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  66. Frame after jumping where outer reticle starts shrinking: 25
  67. Frame after jumping where outer reticle finishes shrinking: 70
  68. Shot RNG increase per shot: 3%
  69. -Reaches maximum frequency in 15 shots.
  70. Shot RNG reduction per frame: 1%
  71. -Reaches minimum frequency when on the ground in 44 frames.
  72. -Reaches minimum frequency after jumping in 34 frames.
  73. Initial bullet velocity: Travels 22 units per frame
  74. Frames bullet flies with initial bullet velocity: 3 frames
  75. Bullet velocity after flying straight: Travels 18.945 units per frame
  76. -Effective range: 66 units.
  77. Knockback: 0 units
  78. Distance between droplets: 125 units
  79. Droplet rate: 1
  80. Number of droplet patterns: 8
  81. Near droplet paint distance: 11 units
  82. Near droplet paint radius: 20 units
  83. Far droplet paint distance: 200 units
  84. Far droplet paint radius: 17.5 units
  85. Droplet paint radius: 13 units
  86. Width of near paint droplets: 13 units
  87. Droplet collision radius: 1.5 units
  88.  
  89. Changes from Splatoon 1 to 2:
  90.  
  91. Weight class: Medium -> Light
  92. Shot deviation angle while on the ground: 12 degrees -> 13 degrees
  93. Shot deviation angle while jumping: 12 degrees -> 16 degrees
  94. Ink cost: 0.5% -> 0.55%
  95. Maximum damage: 24.5 -> 24
  96. Minimum damage: 12.25 -> 12
  97. Distance between droplets: 117 -> 125
  98. Near droplet paint radius: 22 -> 20
  99. Far droplet paint radius: 19 -> 17.5
  100. Droplet paint radius: 13.5 -> 13
  101. Maximum frequency at which bullets shoot towards the outer reticle: 40% -> 50%
  102. Shot RNG increase per shot: 10% -> 3%
  103.  
  104. S1 exclusive:
  105. -Frame where bullet hits minimum damage: 15
  106.  
  107. S2 exclusive:
  108. -Frame before bullet damage starts to decrease: 8
  109. -Frame where bullet hits minimum damage: 24
  110.  
  111. Becomes a 6 shot splat on frame 14. (19.5 damage)
  112. Becomes a 7 shot splat on frame 18. (16.5 damage)
  113. Becomes a 8 shot splat on frame 21. (14.3 damage)
  114. Becomes a 9 shot splat on frame 24. (12 damage)
  115.  
  116. 1.3.0:
  117.  
  118. Aerospray RG special cost: 180 -> 170
  119.  
  120. 1.4.0:
  121.  
  122. Aerospray MG special cost: 170 -> 160
  123. Droplet rate: 1 -> 0.9
  124. Distance between droplets: 125 -> 145
  125. Near droplet paint radius: 20 -> 18
  126. Far droplet paint radius: 17.5 -> 15.8
  127. Droplet paint radius: 13 -> 12
  128. Added parameter:
  129. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  130.  
  131. 2.3.0:
  132.  
  133. Droplet rate: 0.9 -> 1
  134. Distance between droplets: 145 -> 125
  135. Added parameters:
  136. -Low droplet height: 30 units (Does not change anything in this patch.)
  137. -High droplet height: 100 units (Does not change anything in this patch.)
  138. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  139. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  140. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  141. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  142. -Player collision radius: -1 (Does not change anything in this patch.)
  143. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  144.  
  145. Current Properties:
  146.  
  147. Weight class: Light
  148. Movement speed: 0.72 units per frame
  149. Shoots automatically: Yes
  150. Triple shot: No
  151. Frames to shift firing modes: N/A
  152. Frames between shots: 4 frames
  153. Bullet radius: 2 units
  154. Ink cost: 0.55% per shot
  155. Ink cost (Salmon Run): 0.55% per shot
  156. Ink recovery cooldown: 20 frames
  157. Maximum damage: 24
  158. Minimum damage: 12
  159. Maximum damage (Salmon Run): 24
  160. Minimum damage (Salmon Run): 19
  161. Frame before bullet damage starts to decrease: 8
  162. Frame where bullet hits minimum damage: 24
  163. -Standard multiplayer statistics:
  164. --Loses 0.75 damage per frame.
  165. --Becomes a 6 shot splat on frame 14. (19.5 damage)
  166. --Becomes a 7 shot splat on frame 18. (16.5 damage)
  167. --Becomes a 8 shot splat on frame 21. (14.3 damage)
  168. --Becomes a 9 shot splat on frame 24. (12 damage)
  169. -Loses 0.3125 damage per frame in in Salmon Run.
  170. Shot deviation angle while on the ground: 13 degrees
  171. Shot deviation angle while jumping: 16 degrees
  172. Minimum frequency at which bullets shoot towards the outer reticle: 6%
  173. Maximum frequency at which bullets shoot towards the outer reticle: 50%
  174. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  175. Frame after jumping where outer reticle starts shrinking: 25
  176. Frame after jumping where outer reticle finishes shrinking: 70
  177. Shot RNG increase per shot: 3%
  178. -Reaches maximum frequency in 15 shots.
  179. Shot RNG reduction per frame: 1%
  180. -Reaches minimum frequency when on the ground in 44 frames.
  181. -Reaches minimum frequency after jumping in 34 frames.
  182. Initial bullet velocity: Travels 22 units per frame
  183. Frames bullet flies with initial bullet velocity: 3 frames
  184. Bullet velocity after flying straight: Travels 18.945 units per frame
  185. -Effective range: 66 units.
  186. Knockback: 0 units
  187. Distance between droplets: 125 units
  188. Droplet rate: 1
  189. Number of droplet patterns: 8
  190. Near droplet paint distance: 11 units
  191. Near droplet paint radius: 18 units
  192. Far droplet paint distance: 200 units
  193. Far droplet paint radius: 15.8 units
  194. Droplet paint radius: 12 units
  195. Shots required to force a near paint droplet: N/A
  196. Width of near paint droplets: 13 units
  197. Low droplet height: 30 units
  198. High droplet height: 100 units
  199. Maximum droplet height radius multiplier: 1.2
  200. Minimum droplet height radius multiplier: 1
  201. Maximum droplet height radius multiplier for near droplets: 1.4
  202. Minimum droplet height radius multiplier for near droplets: 1.2
  203. Droplet collision radius: 1.5 units
  204.  
  205. Splattershot Pro
  206. ================
  207. Initial Properties:
  208.  
  209. Weight class: Medium
  210. Movement speed: 0.5 units per frame
  211. Shoots automatically: Yes
  212. Triple shot: No
  213. Frames between shots: 8 frames
  214. Bullet radius: 2 units
  215. Ink cost: 2% per shot
  216. Ink cost (Salmon Run): 2% per shot
  217. Ink recovery cooldown: 20 frames
  218. Maximum damage: 42
  219. Minimum damage: 21
  220. Maximum damage (Salmon Run): 45
  221. Minimum damage (Salmon Run): 30
  222. Frame before bullet damage starts to decrease: 9
  223. Frame where bullet hits minimum damage: 25
  224. -Standard multiplayer statistics:
  225. --Loses 1.3125 damage per frame.
  226. --Becomes a 4 shot splat on frame 16. (32.8 damage)
  227. --Becomes a 5 shot splat on frame 22. (24.9 damage)
  228. -Loses 0.9375 damage per frame in in Salmon Run.
  229. Shot deviation angle while on the ground: 3 degrees
  230. Shot deviation angle while jumping: 10 degrees
  231. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  232. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  233. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  234. Frame after jumping where outer reticle starts shrinking: 25
  235. Frame after jumping where outer reticle finishes shrinking: 70
  236. Shot RNG increase per shot: 1%
  237. -Reaches maximum frequency in 24 shots.
  238. Shot RNG reduction per frame: 0.5%
  239. -Reaches minimum frequency when on the ground in 48 frames.
  240. -Reaches minimum frequency after jumping in 78 frames.
  241. Initial bullet velocity: Travels 23 units per frame
  242. Frames bullet flies with initial bullet velocity: 5 frames
  243. Bullet velocity after flying straight: Travels 22.698 units per frame
  244. -Effective range: 115 units.
  245. Knockback: 0 units
  246. Distance between droplets: 88 units
  247. Droplet rate: 2
  248. Number of droplet patterns: 8
  249. Near droplet paint distance: 11 units
  250. Near droplet paint radius: 18 units
  251. Far droplet paint distance: 200 units
  252. Far droplet paint radius: 16 units
  253. Droplet paint radius: 12.2 units
  254. Width of near paint droplets: 11 units
  255. Droplet collision radius: 1.5 units
  256.  
  257. Changes from Splatoon 1 to 2:
  258.  
  259. Shot deviation angle while jumping: 12 degrees -> 10 degrees
  260. Ink Cost: 1.9% -> 2%
  261. Initial bullet velocity: 26.3 -> 23
  262. -Effective range: 131.5 -> 115 (~13% decrease)
  263. Droplet rate: 3 -> 2
  264. Distance between droplets: 75 -> 88
  265. Near droplet radius: 19.2 -> 18
  266. Far droplet paint radius: 18 -> 16
  267. Droplet paint radius: 12.5 -> 12.2
  268. Shot RNG increase per shot: 10% -> 2%
  269.  
  270. S1 exclusive:
  271. -Frame where bullet hits minimum damage: 18
  272.  
  273. S2 exclusive:
  274. -Frame where bullet hits minimum damage: 25
  275. -Frame before bullet damage starts to decrease: 9
  276.  
  277. Becomes a 4 shot splat on frame 16. (32.8 damage)
  278. Becomes a 5 shot splat on frame 22. (24.9 damage)
  279.  
  280. 1.3.0:
  281.  
  282. Splattershot Pro special cost: 180 -> 170
  283.  
  284. 1.4.0:
  285.  
  286. Initial bullet velocity: 23 -> 38.33333
  287. Frames bullet flies straight through the air: 5 -> 3
  288. Shot deviation angle while on the ground: 3 degrees -> 2.7 degrees
  289. Shot deviation angle while jumping: 10 degrees -> 6 degrees
  290. Frame before bullet damage starts to decrease: 9 -> 7
  291. Frame where bullet hits minimum damage: 25 -> 23
  292. -Becomes a 4 shot splat on frame 16 -> 14.
  293. -Becomes a 5 shot splat on frame 22 -> 20.
  294. Movement Speed: 0.5 -> 0.55
  295. Droplet paint radius: 12.2 -> 12.5
  296. Added parameter:
  297. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  298.  
  299. 2.2.0:
  300.  
  301. Forge Splattershot Pro special cost: 180 -> 200
  302.  
  303. Current Properties:
  304.  
  305. Weight class: Medium
  306. Movement speed: 0.55 units per frame
  307. Shoots automatically: Yes
  308. Triple shot: No
  309. Frames between shots: 8 frames
  310. Bullet radius: 2 units
  311. Ink cost: 2% per shot
  312. Ink cost (Salmon Run): 2% per shot
  313. Ink recovery cooldown: 20 frames
  314. Maximum damage: 42
  315. Minimum damage: 21
  316. Maximum damage (Salmon Run): 45
  317. Minimum damage (Salmon Run): 30
  318. Frame before bullet damage starts to decrease: 7
  319. Frame where bullet hits minimum damage: 23
  320. -Standard multiplayer statistics:
  321. --Loses 1.3125 damage per frame.
  322. --Becomes a 4 shot splat on frame 14. (32.8 damage)
  323. --Becomes a 5 shot splat on frame 20. (24.9 damage)
  324. -Loses 0.9375 damage per frame in in Salmon Run.
  325. Shot deviation angle while on the ground: 2.7 degrees
  326. Shot deviation angle while jumping: 6 degrees
  327. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  328. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  329. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  330. Frame after jumping where outer reticle starts shrinking: 25
  331. Frame after jumping where outer reticle finishes shrinking: 70
  332. Shot RNG increase per shot: 1%
  333. -Reaches maximum frequency in 24 shots.
  334. Shot RNG reduction per frame: 0.5%
  335. -Reaches minimum frequency when on the ground in 48 frames.
  336. -Reaches minimum frequency after jumping in 78 frames.
  337. Initial bullet velocity: Travels 38.33333 units per frame
  338. Frames bullet flies with initial bullet velocity: 3 frames
  339. Bullet velocity after flying straight: Travels 22.698 units per frame
  340. -Effective range: 114.99999 units.
  341. Knockback: 0 units
  342. Distance between droplets: 88 units
  343. Droplet rate: 2
  344. Number of droplet patterns: 8
  345. Near droplet paint distance: 11 units
  346. Near droplet paint radius: 18 units
  347. Far droplet paint distance: 200 units
  348. Far droplet paint radius: 16 units
  349. Droplet paint radius: 12.5 units
  350. Width of near paint droplets: 11 units
  351. Droplet collision radius: 1.5 units
  352.  
  353. Splattershot Jr.
  354. ================
  355. Initial Properties:
  356.  
  357. Weight class: Light
  358. Movement speed: 0.72 units per frame
  359. Shoots automatically: Yes
  360. Triple shot: No
  361. Frames between shots: 5 frames
  362. Bullet radius: 2 units
  363. Ink cost: 0.5% per shot
  364. Ink cost (Salmon Run): 0.5% per shot
  365. Ink recovery cooldown: 20 frames
  366. Maximum damage: 28
  367. Minimum damage: 14
  368. Maximum damage (Salmon Run): 28
  369. Minimum damage (Salmon Run): 20
  370. Frame before bullet damage starts to decrease: 8
  371. Frame where bullet hits minimum damage: 24
  372. -Standard multiplayer statistics:
  373. --Loses 0.875 damage per frame.
  374. --Becomes a 5 shot splat on frame 12. (24.5 damage.)
  375. --Becomes a 6 shot splat on frame 18. (19.3 damage.)
  376. --Becomes a 7 shot splat on frame 21. (16.6 damage.)
  377. --Becomes a 8 shot splat on frame 24. (14 damage.)
  378. -Loses 0.5 damage per frame in in Salmon Run.
  379. Shot deviation angle while on the ground: 12 degrees
  380. Shot deviation angle while jumping: 15 degrees
  381. Minimum frequency at which bullets shoot towards the outer reticle: 4%
  382. Maximum frequency at which bullets shoot towards the outer reticle: 40%
  383. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  384. Frame after jumping where outer reticle starts shrinking: 25
  385. Frame after jumping where outer reticle finishes shrinking: 70
  386. Shot RNG increase per shot: 2%
  387. -Reaches maximum frequency in 18 shots.
  388. Shot RNG reduction per frame: 1%
  389. -Reaches minimum frequency when on the ground in 36 frames.
  390. -Reaches minimum frequency after jumping in 36 frames.
  391. Initial bullet velocity: Travels 22 units per frame
  392. Frames bullet flies with initial bullet velocity: 3 frames
  393. Bullet velocity after flying straight: Travels 18.945 units per frame
  394. -Effective range: 66 units.
  395. Knockback: 0 units
  396. Distance between droplets: 95 units
  397. Droplet rate: 1.4
  398. Number of droplet patterns: 7
  399. Near droplet paint distance: 11 units
  400. Near droplet paint radius: 19.7 units
  401. Far droplet paint distance: 200 units
  402. Far droplet paint radius: 16.5 units
  403. Droplet paint radius: 12.9 units
  404. Width of near paint droplets: 12 units
  405. Droplet collision radius: 1.5 units
  406.  
  407. Changes from Splatoon 1 to 2:
  408.  
  409. Weight class: Medium -> Light
  410. Shot deviation angle while jumping: 18 degrees -> 15 degrees
  411. Droplet rate: 1.5 -> 1.4
  412. Distance between droplets: 80 -> 95
  413. Near droplet paint radius: 21 -> 19.7
  414. Far droplet paint radius: 18.5 -> 16.5
  415. Droplet paint radius: 13.2 -> 12.9
  416. Shot RNG increase per shot: 10% -> 2%
  417.  
  418. S1 exclusive:
  419. -Frame where bullet hits minimum damage: 15
  420.  
  421. S2 exclusive:
  422. -Frame before bullet damage starts to decrease: 8
  423. -Frame where bullet hits minimum damage: 24
  424.  
  425. Becomes a 5 shot splat on frame 12. (24.5 damage.)
  426. Becomes a 6 shot splat on frame 18. (19.3 damage.)
  427. Becomes a 7 shot splat on frame 21. (16.6 damage.)
  428. Becomes a 8 shot splat on frame 24. (14 damage.)
  429.  
  430. 2.0.0:
  431.  
  432. Added parameters:
  433. -Low droplet height: 30 units (Does not change anything in this patch.)
  434. -High droplet height: 100 units (Does not change anything in this patch.)
  435. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  436. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  437. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  438. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  439. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  440. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  441.  
  442. 2.2.0:
  443.  
  444. Shots required to force a near paint droplet: N/A -> 3
  445.  
  446. 2.3.0:
  447.  
  448. Custom Splattershot Jr. special cost: 190 -> 180
  449.  
  450. Current Properties:
  451.  
  452. Weight class: Light
  453. Movement speed: 0.72 units per frame
  454. Shoots automatically: Yes
  455. Triple shot: No
  456. Frames to shift firing modes: N/A
  457. Frames between shots: 5 frames
  458. Bullet radius: 2 units
  459. Ink cost: 0.5% per shot
  460. Ink cost (Salmon Run): 0.5% per shot
  461. Ink recovery cooldown: 20 frames
  462. Maximum damage: 28
  463. Minimum damage: 14
  464. Maximum damage (Salmon Run): 28
  465. Minimum damage (Salmon Run): 20
  466. Frame before bullet damage starts to decrease: 8
  467. Frame where bullet hits minimum damage: 24
  468. -Standard multiplayer statistics:
  469. --Loses 0.875 damage per frame.
  470. --Becomes a 5 shot splat on frame 12. (24.5 damage.)
  471. --Becomes a 6 shot splat on frame 18. (19.3 damage.)
  472. --Becomes a 7 shot splat on frame 21. (16.6 damage.)
  473. --Becomes a 8 shot splat on frame 24. (14 damage.)
  474. -Loses 0.5 damage per frame in in Salmon Run.
  475. Shot deviation angle while on the ground: 12 degrees
  476. Shot deviation angle while jumping: 15 degrees
  477. Minimum frequency at which bullets shoot towards the outer reticle: 4%
  478. Maximum frequency at which bullets shoot towards the outer reticle: 40%
  479. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  480. Frame after jumping where outer reticle starts shrinking: 25
  481. Frame after jumping where outer reticle finishes shrinking: 70
  482. Shot RNG increase per shot: 2%
  483. -Reaches maximum frequency in 18 shots.
  484. Shot RNG reduction per frame: 1%
  485. -Reaches minimum frequency when on the ground in 36 frames.
  486. -Reaches minimum frequency after jumping in 36 frames.
  487. Initial bullet velocity: Travels 22 units per frame
  488. Frames bullet flies with initial bullet velocity: 3 frames
  489. Bullet velocity after flying straight: Travels v units per frame
  490. -Effective range: 66 units.
  491. Knockback: 0 units
  492. Distance between droplets: 95 units
  493. Droplet rate: 1.4
  494. Number of droplet patterns: 7
  495. Near droplet paint distance: 11 units
  496. Near droplet paint radius: 19.7 units
  497. Far droplet paint distance: 200 units
  498. Far droplet paint radius: 16.5 units
  499. Droplet paint radius: 12.9 units
  500. Shots required to force a near paint droplet: 3
  501. Width of near paint droplets: 12 units
  502. Low droplet height: 30 units
  503. High droplet height: 100 units
  504. Maximum droplet height radius multiplier: 1.2
  505. Minimum droplet height radius multiplier: 1
  506. Maximum droplet height radius multiplier for near droplets: 1.4
  507. Minimum droplet height radius multiplier for near droplets: 1.2
  508. Droplet collision radius: 1.5 units
  509.  
  510. Squeezer (Old)
  511. ==============
  512. 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.
  513.  
  514. Initial Properties:
  515.  
  516. Weight class: Medium
  517. Movement speed: 0.55 units per frame
  518. Shoots automatically: No
  519. Triple shot: No
  520. Frames between shots: 5 frames
  521. Bullet radius: 2 units
  522. Ink cost: 1.8% per shot
  523. Ink cost (Salmon Run): 1.8% per shot
  524. Ink recovery cooldown: 20 frames
  525. Maximum damage: 38
  526. Minimum damage: 19
  527. Maximum damage (Salmon Run): 45
  528. Minimum damage (Salmon Run): 30
  529. Frame before bullet damage starts to decrease: 9
  530. Frame where bullet hits minimum damage: 25
  531. -Standard multiplayer statistics:
  532. --Loses 1.1875 damage per frame.
  533. --Becomes a 4 shot splat on frame 13. (33.3 damage.)
  534. --Becomes a 5 shot splat on frame 20. (24.9 damage.)
  535. --Becomes a 6 shot splat on frame 25. (19 damage.)
  536. -Loses 0.9375 damage per frame in in Salmon Run.
  537. Shot deviation angle while on the ground: 0 degrees
  538. Shot deviation angle while jumping: 0 degrees
  539. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  540. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  541. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  542. Frame after jumping where outer reticle starts shrinking: 25
  543. Frame after jumping where outer reticle finishes shrinking: 70
  544. Shot RNG increase per shot: 1%
  545. -Reaches maximum frequency in 24 shots.
  546. Shot RNG reduction per frame: 0.5%
  547. -Reaches minimum frequency when on the ground in 48 frames.
  548. -Reaches minimum frequency after jumping in 78 frames.
  549. Initial bullet velocity: Travels 23 units per frame
  550. Frames bullet flies with initial bullet velocity: 5 frames
  551. Bullet velocity after flying straight: Travels 22.698 units per frame
  552. -Effective range: 115 units.
  553. Knockback: 0 units
  554. Distance between droplets: 90 units
  555. Droplet rate: 2
  556. Number of droplet patterns: 4
  557. Near droplet paint distance: 11 units
  558. Near droplet paint radius: 19 units
  559. Far droplet paint distance: 200 units
  560. Far droplet paint radius: 17 units
  561. Droplet paint radius: 13.5 units
  562. Width of near paint droplets: 13.5 units
  563. Droplet collision radius: 1.5 units
  564.  
  565. 2.0.0:
  566.  
  567. Movement speed: 0.55 -> 0.72
  568. Shoots automatically: No -> Yes
  569. Frames between shots: 5 -> 8
  570. Ink cost: 1.8% -> 2.5%
  571. Ink cost (Salmon Run): 1.8% -> 2.5%
  572. Frame before bullet damage starts to decrease: 9 -> 8
  573. Frame where bullet hits minimum damage: 25 -> 24
  574. -Becomes a 4 shot splat on frame 12. (33.3 damage.)
  575. -Becomes a 5 shot splat on frame 19. (24.9 damage.)
  576. -Becomes a 6 shot splat on frame 24. (19 damage.)
  577. Initial bullet velocity: 23 -> 32
  578. Frames bullet flies with initial bullet velocity: 5 -> 4
  579. Bullet velocity after flying straight: 22.698 -> 29.695
  580. -Effective range: 115 -> 128 (~8% increase)
  581. Distance between droplets: 90 -> 150
  582. Droplet rate: 2 -> 1.5
  583. Number of droplet patterns: 4 -> 8
  584. Near droplet paint radius: 19 -> 22
  585. Far droplet paint radius: 17 -> 15
  586. Droplet paint radius: 13.5 -> 11.8
  587. Width of near paint droplets: 13.5 -> 12.5
  588. Added parameters:
  589. -Low droplet height: 30 units (Does not change anything in this patch.)
  590. -High droplet height: 100 units (Does not change anything in this patch.)
  591. -Shots required to force a near paint droplet: 4
  592. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  593. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  594. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  595. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  596. -Frames to shift firing modes: 16
  597. Added in the Continuous Fire mode.
  598.  
  599. Squeezer (Burst Fire)
  600. =====================
  601. Current Properties:
  602.  
  603. Weight class: Medium
  604. Movement speed: 0.72 units per frame
  605. Shoots automatically: Yes
  606. Triple shot: No
  607. Frames to shift firing modes: 16 frames
  608. Frames between shots: 8 frames
  609. Bullet radius: 2 units
  610. Ink cost: 2.5% per shot
  611. Ink cost (Salmon Run): 2.5% per shot
  612. Ink recovery cooldown: 20 frames
  613. Maximum damage: 38
  614. Minimum damage: 19
  615. Maximum damage (Salmon Run): 45
  616. Minimum damage (Salmon Run): 30
  617. Frame before bullet damage starts to decrease: 8
  618. Frame where bullet hits minimum damage: 24
  619. -Standard multiplayer statistics:
  620. --Loses 1.1875 damage per frame.
  621. --Becomes a 4 shot splat on frame 12. (33.3 damage.)
  622. --Becomes a 5 shot splat on frame 19. (24.9 damage.)
  623. --Becomes a 6 shot splat on frame 24. (19 damage.)
  624. -Loses 0.9375 damage per frame in in Salmon Run.
  625. Shot deviation angle while on the ground: 0 degrees
  626. Shot deviation angle while jumping: 0 degrees
  627. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  628. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  629. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  630. Frame after jumping where outer reticle starts shrinking: 25
  631. Frame after jumping where outer reticle finishes shrinking: 70
  632. Shot RNG increase per shot: 1%
  633. -Reaches maximum frequency in 24 shots.
  634. Shot RNG reduction per frame: 0.5%
  635. -Reaches minimum frequency when on the ground in 48 frames.
  636. -Reaches minimum frequency after jumping in 78 frames.
  637. Initial bullet velocity: Travels 32 units per frame
  638. Frames bullet flies with initial bullet velocity: 4 frames
  639. Bullet velocity after flying straight: Travels 29.695 units per frame
  640. -Effective range: 128 units.
  641. Knockback: 0 units
  642. Distance between droplets: 150 units
  643. Droplet rate: 1.5
  644. Number of droplet patterns: 8
  645. Near droplet paint distance: 11 units
  646. Near droplet paint radius: 22 units
  647. Far droplet paint distance: 200 units
  648. Far droplet paint radius: 15 units
  649. Droplet paint radius: 11.8 units
  650. Shots required to force a near paint droplet: 4
  651. Width of near paint droplets: 12.5 units
  652. Low droplet height: 30 units
  653. High droplet height: 100 units
  654. Maximum droplet height radius multiplier: 1.2
  655. Minimum droplet height radius multiplier: 1
  656. Maximum droplet height radius multiplier for near droplets: 1.4
  657. Minimum droplet height radius multiplier for near droplets: 1.2
  658. Droplet collision radius: 1.5 units
  659.  
  660. Squeezer (Continuous Fire)
  661. ==========================
  662. Initial Properties:
  663.  
  664. Weight class: Medium
  665. Movement speed: 0.72 units per frame
  666. Shoots automatically: Yes
  667. Triple shot: No
  668. Frames to shift firing modes: N/A
  669. Frames between shots: 7 frames
  670. Bullet radius: 2 units
  671. Ink cost: 1% per shot
  672. Ink cost (Salmon Run): 1% per shot
  673. Ink recovery cooldown: 20 frames
  674. Maximum damage: 30
  675. Minimum damage: 15
  676. Maximum damage (Salmon Run): 30
  677. Minimum damage (Salmon Run): 25
  678. Frame before bullet damage starts to decrease: 7
  679. Frame where bullet hits minimum damage: 23
  680. -Standard multiplayer statistics:
  681. --Loses 0.9375 damage per frame.
  682. --Becomes a 5 shot splat on frame 13. (24.4 damage.)
  683. --Becomes a 6 shot splat on frame 18. (19.7 damage.)
  684. --Becomes a 7 shot splat on frame 22. (15.9 damage.)
  685. -Loses 0.3125 damage per frame in in Salmon Run.
  686. Shot deviation angle while on the ground: 8 degrees
  687. Shot deviation angle while jumping: 13 degrees
  688. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  689. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  690. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  691. Frame after jumping where outer reticle starts shrinking: 25
  692. Frame after jumping where outer reticle finishes shrinking: 70
  693. Shot RNG increase per shot: 1%
  694. -Reaches maximum frequency in 24 shots.
  695. Shot RNG reduction per frame: 0.5%
  696. -Reaches minimum frequency when on the ground in 48 frames.
  697. -Reaches minimum frequency after jumping in 78 frames.
  698. Initial bullet velocity: Travels 23 units per frame
  699. Frames bullet flies with initial bullet velocity: 3 frames
  700. Bullet velocity after flying straight: Travels 22.69 units per frame
  701. -Effective range: 69 units.
  702. Knockback: 0 units
  703. Distance between droplets: 65 units
  704. Droplet rate: 2
  705. Number of droplet patterns: 5
  706. Near droplet paint distance: 11 units
  707. Near droplet paint radius: 18 units
  708. Far droplet paint distance: 200 units
  709. Far droplet paint radius: 16 units
  710. Droplet paint radius: 11.8 units
  711. Shots required to force a near paint droplet: N/A
  712. Width of near paint droplets: 12 units
  713. Low droplet height: 30 units
  714. High droplet height: 100 units
  715. Maximum droplet height radius multiplier: 1.2
  716. Minimum droplet height radius multiplier: 1
  717. Maximum droplet height radius multiplier for near droplets: 1.4
  718. Minimum droplet height radius multiplier for near droplets: 1.2
  719. Droplet collision radius: 1.5 units
  720.  
  721. 3.0.0:
  722.  
  723. Ink cost: 1% -> 0.9%
  724. Ink cost (Salmon Run): 1% -> 0.9%
  725. Initial bullet velocity: 23 -> 24
  726. Bullet velocity after flying straight: 22.69 -> 23.032
  727. -Effective range: 69 -> 72 (~4% increase)
  728. Added parameter:
  729. -Player collision radius: -1 (Does not change anything in this patch.)
  730.  
  731. Current Properties:
  732.  
  733. Weight class: Medium
  734. Movement speed: 0.72 units per frame
  735. Shoots automatically: Yes
  736. Triple shot: No
  737. Frames to shift firing modes: N/A
  738. Frames between shots: 7 frames
  739. Bullet radius: 2 units
  740. Ink cost: 0.9% per shot
  741. Ink cost (Salmon Run): 0.9% per shot
  742. Ink recovery cooldown: 20 frames
  743. Maximum damage: 30
  744. Minimum damage: 25
  745. Maximum damage (Salmon Run): 30
  746. Minimum damage (Salmon Run): 15
  747. Frame before bullet damage starts to decrease: 7
  748. Frame where bullet hits minimum damage: 23
  749. -Standard multiplayer statistics:
  750. --Loses 0.9375 damage per frame.
  751. --Becomes a 5 shot splat on frame 13. (24.4 damage.)
  752. --Becomes a 6 shot splat on frame 18. (19.7 damage.)
  753. --Becomes a 7 shot splat on frame 22. (15.9 damage.)
  754. -Loses 0.3125 damage per frame in in Salmon Run.
  755. Shot deviation angle while on the ground: 8 degrees
  756. Shot deviation angle while jumping: 13 degrees
  757. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  758. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  759. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  760. Frame after jumping where outer reticle starts shrinking: 25
  761. Frame after jumping where outer reticle finishes shrinking: 70
  762. Shot RNG increase per shot: 1%
  763. -Reaches maximum frequency in 24 shots.
  764. Shot RNG reduction per frame: 0.5%
  765. -Reaches minimum frequency when on the ground in 48 frames.
  766. -Reaches minimum frequency after jumping in 78 frames.
  767. Initial bullet velocity: Travels 24 units per frame
  768. Frames bullet flies with initial bullet velocity: 3 frames
  769. Bullet velocity after flying straight: Travels 23.032 units per frame
  770. -Effective range: 72 units.
  771. Knockback: 0 units
  772. Distance between droplets: 65 units
  773. Droplet rate: 2
  774. Number of droplet patterns: 5
  775. Near droplet paint distance: 11 units
  776. Near droplet paint radius: 18 units
  777. Far droplet paint distance: 200 units
  778. Far droplet paint radius: 16 units
  779. Droplet paint radius: 11.8 units
  780. Shots required to force a near paint droplet: N/A
  781. Width of near paint droplets: 12 units
  782. Low droplet height: 30 units
  783. High droplet height: 100 units
  784. Maximum droplet height radius multiplier: 1.2
  785. Minimum droplet height radius multiplier: 1
  786. Maximum droplet height radius multiplier for near droplets: 1.4
  787. Minimum droplet height radius multiplier for near droplets: 1.2
  788. Droplet collision radius: 1.5 units
  789.  
  790. .52 Gal
  791. =======
  792. Initial Properties:
  793.  
  794. Weight class: Medium
  795. Movement speed: 0.6 units per frame
  796. Shoots automatically: Yes
  797. Triple shot: No
  798. Frames between shots: 9 frames
  799. Bullet radius: 2 units
  800. Ink cost: 1.3% per shot
  801. Ink cost (Salmon Run): 1.3% per shot
  802. Ink recovery cooldown: 20 frames
  803. Maximum damage: 52
  804. Minimum damage: 26
  805. Maximum damage (Salmon Run): 52
  806. Minimum damage (Salmon Run): 35
  807. Frame before bullet damage starts to decrease: 8
  808. Frame where bullet hits minimum damage: 24
  809. -Standard multiplayer statistics:
  810. --Loses 1.625 damage per frame.
  811. --Becomes a 3 shot splat on frame 10. (48.8 damage.)
  812. --Becomes a 4 shot splat on frame 20. (32.5 damage.)
  813. -Loses 1.0625 damage per frame in in Salmon Run.
  814. Shot deviation angle while on the ground: 6 degrees
  815. Shot deviation angle while jumping: 12 degrees
  816. Minimum frequency at which bullets shoot towards the outer reticle: 6%
  817. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  818. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  819. Frame after jumping where outer reticle starts shrinking: 25
  820. Frame after jumping where outer reticle finishes shrinking: 70
  821. Shot RNG increase per shot: 6%
  822. -Reaches maximum frequency in 4 shots.
  823. Shot RNG reduction per frame: 0.5%
  824. -Reaches minimum frequency when on the ground in 38 frames.
  825. -Reaches minimum frequency after jumping in 68 frames.
  826. Initial bullet velocity: Travels 22 units per frame
  827. Frames bullet flies with initial bullet velocity: 4 frames
  828. Bullet velocity after flying straight: Travels 14.495 units per frame
  829. -Effective range: 88 units.
  830. Knockback: 0 units
  831. Distance between droplets: 55 units
  832. Droplet rate: 2.4
  833. Number of droplet patterns: 5
  834. Near droplet paint distance: 11 units
  835. Near droplet paint radius: 19.7 units
  836. Far droplet paint distance: 200 units
  837. Far droplet paint radius: 16.5 units
  838. Droplet paint radius: 13 units
  839. Width of near paint droplets: 13 units
  840. Droplet collision radius: 1.5 units
  841.  
  842. Changes from Splatoon 1 to 2:
  843.  
  844. Ink cost: 1.2% -> 1.3%
  845. Shot deviation angle while jumping: 15 degrees -> 12 degrees
  846. Distance between droplets: 50 -> 55
  847. Droplet rate: 3 -> 2.4
  848. Near droplet paint radius: 21 -> 19.7
  849. Far droplet paint radius: 18.5 -> 16.5
  850. Droplet paint radius: 13.5 -> 13.0
  851. Shot RNG increase per shot: 12% -> 6%
  852.  
  853. S1 exclusive:
  854. -Frame where bullet hits minimum damage: 15
  855.  
  856. S2 exclusive:
  857. -Frame before bullet damage starts to decrease: 8
  858. -Frame where bullet hits minimum damage: 24
  859.  
  860. Becomes a 3 shot splat on frame 10. (48.8 damage.)
  861. Becomes a 4 shot splat on frame 20. (32.5 damage.)
  862.  
  863. 1.4.0:
  864.  
  865. .52 Gal special cost: 180 -> 190
  866. Frame before bullet damage starts to decrease: 8 -> 6
  867. Frame where bullet hits minimum damage: 24 -> 22
  868. -Becomes a 3 shot splat on frame 10 -> 8
  869. -Becomes a 4 shot splat on frame 20 -> 18
  870. Bullet velocity after flying straight: 14.495 -> 18.472
  871.  
  872. 2.2.0:
  873.  
  874. .52 Gal special cost: 190 -> 180
  875.  
  876. 2.3.0:
  877.  
  878. Minimum frequency at which bullets shoot towards the outer reticle: 6% -> 2%
  879. Shot RNG increase per shot: 6% -> 4%
  880. -Reaches maximum frequency in 6 shots instead of 4 shots.
  881. -Reaches minimum frequency when on the ground in 46 frames instead of 38 frames.
  882. -Reaches minimum frequency after jumping in 76 frames instead of 68 frames.
  883. Added parameters:
  884. -Low droplet height: 30 units (Does not change anything in this patch.)
  885. -High droplet height: 100 units (Does not change anything in this patch.)
  886. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  887. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  888. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  889. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  890. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  891. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  892.  
  893. 3.1.0:
  894.  
  895. .52 Gal special cost: 180 -> 170
  896.  
  897. Current Properties:
  898.  
  899. Weight class: Medium
  900. Movement speed: 0.6 units per frame
  901. Shoots automatically: Yes
  902. Triple shot: No
  903. Frames to shift firing modes: N/A
  904. Frames between shots: 9 frames
  905. Bullet radius: 2 units
  906. Ink cost: 1.3% per shot
  907. Ink cost (Salmon Run): 1.3% per shot
  908. Ink recovery cooldown: 20 frames
  909. Maximum damage: 52
  910. Minimum damage: 26
  911. Maximum damage (Salmon Run): 52
  912. Minimum damage (Salmon Run): 35
  913. Frame before bullet damage starts to decrease: 6
  914. Frame where bullet hits minimum damage: 22
  915. -Standard multiplayer statistics:
  916. --Loses 1.625 damage per frame.
  917. --Becomes a 3 shot splat on frame 8. (48.8 damage.)
  918. --Becomes a 4 shot splat on frame 18. (32.5 damage.)
  919. -Loses 1.0625 damage per frame in in Salmon Run.
  920. Shot deviation angle while on the ground: 6 degrees
  921. Shot deviation angle while jumping: 12 degrees
  922. Minimum frequency at which bullets shoot towards the outer reticle: 2%
  923. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  924. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  925. Frame after jumping where outer reticle starts shrinking: 25
  926. Frame after jumping where outer reticle finishes shrinking: 70
  927. Shot RNG increase per shot: 4%
  928. -Reaches maximum frequency in 6 shots.
  929. Shot RNG reduction per frame: 0.5%
  930. -Reaches minimum frequency when on the ground in 46 frames.
  931. -Reaches minimum frequency after jumping in 76 frames.
  932. Initial bullet velocity: Travels 22 units per frame
  933. Frames bullet flies with initial bullet velocity: 4 frames
  934. Bullet velocity after flying straight: Travels 18.472 units per frame
  935. -Effective range: 88 units.
  936. Knockback: 0 units
  937. Distance between droplets: 55 units
  938. Droplet rate: 2.4
  939. Number of droplet patterns: 5
  940. Near droplet paint distance: 11 units
  941. Near droplet paint radius: 19.7 units
  942. Far droplet paint distance: 200 units
  943. Far droplet paint radius: 16.5 units
  944. Droplet paint radius: 13 units
  945. Shots required to force a near paint droplet: N/A
  946. Width of near paint droplets: 13 units
  947. Low droplet height: 30 units
  948. High droplet height: 100 units
  949. Maximum droplet height radius multiplier: 1.2
  950. Minimum droplet height radius multiplier: 1
  951. Maximum droplet height radius multiplier for near droplets: 1.4
  952. Minimum droplet height radius multiplier for near droplets: 1.2
  953. Droplet collision radius: 1.5 units
  954.  
  955. .96 Gal
  956. =======
  957. Initial Properties:
  958.  
  959. Weight class: Medium
  960. Movement speed: 0.4 units per frame
  961. Shoots automatically: Yes
  962. Triple shot: No
  963. Frames between shots: 12 frames
  964. Bullet radius: 2 units
  965. Ink cost: 2.5% per shot
  966. Ink cost (Salmon Run): 2.5% per shot
  967. Ink recovery cooldown: 20 frames
  968. Maximum damage: 52
  969. Minimum damage: 26
  970. Maximum damage (Salmon Run): 85
  971. Minimum damage (Salmon Run): 55
  972. Frame before bullet damage starts to decrease: 9
  973. Frame where bullet hits minimum damage: 25
  974. -Standard multiplayer statistics:
  975. --Loses 1.625 damage per frame.
  976. --Becomes a 3 shot splat on frame 11. (48.8 damage.)
  977. --Becomes a 4 shot splat on frame 21. (32.5 damage.)
  978. -Loses 1.875 damage per frame in in Salmon Run.
  979. Shot deviation angle while on the ground: 5 degrees
  980. Shot deviation angle while jumping: 14 degrees
  981. Minimum frequency at which bullets shoot towards the outer reticle: 15%
  982. Maximum frequency at which bullets shoot towards the outer reticle: 40%
  983. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  984. Frame after jumping where outer reticle starts shrinking: 25
  985. Frame after jumping where outer reticle finishes shrinking: 70
  986. Shot RNG increase per shot: 5%
  987. -Reaches maximum frequency in 5 shots.
  988. Shot RNG reduction per frame: 2%
  989. -Reaches minimum frequency when on the ground in 13 frames.
  990. -Reaches minimum frequency after jumping in 13 frames.
  991. Initial bullet velocity: Travels 23 units per frame
  992. Frames bullet flies with initial bullet velocity: 5 frames
  993. Bullet velocity after flying straight: Travels 22.698 units per frame
  994. -Effective range: 115 units.
  995. Knockback: 0 units
  996. Distance between droplets: 60 units
  997. Droplet rate: 3
  998. Number of droplet patterns: 5
  999. Near droplet paint distance: 11 units
  1000. Near droplet paint radius: 20 units
  1001. Far droplet paint distance: 200 units
  1002. Far droplet paint radius: 17.5 units
  1003. Droplet paint radius: 13.5 units
  1004. Width of near paint droplets: 13 units
  1005. Droplet collision radius: 1.5 units
  1006.  
  1007. Changes from Splatoon 1 to 2:
  1008.  
  1009. Initial bullet velocity: 22 -> 23
  1010. Frames bullet flies with initial bullet velocity: 6 -> 5
  1011. -Effective range: 132 -> 115 (~13% decrease)
  1012. Shot deviation angle while on the ground: 4 degrees -> 5 degrees
  1013. Shot deviation angle while jumping: 12 degrees -> 14 degrees
  1014. Droplet rate: 4 -> 3
  1015. Distance between droplets: 50 -> 60
  1016. Near droplet paint radius: 21 -> 20
  1017. Far droplet paint radius: 18.5 -> 17.5
  1018. Droplet paint radius: 14.5 -> 13.5
  1019. Maximum frequency at which bullets shoot towards the outer reticle: 25% -> 40%
  1020. Shot RNG increase per shot: 20% -> 5%
  1021.  
  1022. S1 exclusive:
  1023. -Frame where bullet hits minimum damage: 15
  1024.  
  1025. S2 exclusive:
  1026. -Frame before bullet damage starts to decrease: 9
  1027. -Frame where bullet hits minimum damage: 25
  1028.  
  1029. Becomes a 3 shot splat on frame 11. (48.8 damage.)
  1030. Becomes a 4 shot splat on frame 22. (32.5 damage.)
  1031.  
  1032. 1.1.2:
  1033.  
  1034. .96 Gal special cost: 180 -> 210
  1035.  
  1036. 1.3.0:
  1037.  
  1038. .96 Gal special cost: 210 -> 200
  1039.  
  1040. 1.4.0:
  1041.  
  1042. Maximum damage: 52 -> 62
  1043. Minimum damage: 26 -> 31
  1044. -Damage lost per frame: 1.625 -> 1.9375
  1045. -Becomes a 3 shot splat on frame 11 -> 16. (48.4 damage.)
  1046. -Becomes a 4 shot splat on frame 22 -> 24. (32.9 damage.)
  1047. Shot deviation angle while on the ground: 5 degrees -> 4.6 degrees
  1048. Shot deviation angle while jumping: 14 degrees -> 12 degrees
  1049. Added parameters:
  1050. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  1051.  
  1052. 2.3.0:
  1053.  
  1054. .96 Gal special cost: 200 -> 190
  1055.  
  1056. 3.0.0:
  1057.  
  1058. Minimum frequency at which bullets shoot towards the outer reticle: 15% -> 4%
  1059. Maximum frequency at which bullets shoot towards the outer reticle: 40% -> 30%
  1060. Shot RNG increase per shot: 5% -> 3%
  1061. -Reaches maximum frequency in 9 shots insted of 5 shots.
  1062. -Reaches minimum frequency after jumping in 18 frames instead of 13 frames.
  1063. Added parameters:
  1064. -Low droplet height: 30 units (Does not change anything in this patch.)
  1065. -High droplet height: 100 units (Does not change anything in this patch.)
  1066. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  1067. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  1068. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  1069. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  1070. -Player collision radius: -1 (Does not change anything in this patch.)
  1071. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  1072.  
  1073. Current Properties:
  1074.  
  1075. Weight class: Medium
  1076. Movement speed: 0.4 units per frame
  1077. Shoots automatically: Yes
  1078. Triple shot: No
  1079. Frames to shift firing modes: N/A
  1080. Frames between shots: 12 frames
  1081. Bullet radius: 2 units
  1082. Ink cost: 2.5% per shot
  1083. Ink cost (Salmon Run): 2.5% per shot
  1084. Ink recovery cooldown: 20 frames
  1085. Maximum damage: 62
  1086. Minimum damage: 31
  1087. Maximum damage (Salmon Run): 85
  1088. Minimum damage (Salmon Run): 55
  1089. Frame before bullet damage starts to decrease: 9
  1090. Frame where bullet hits minimum damage: 25
  1091. -Standard multiplayer statistics:
  1092. --Loses 1.9375 damage per frame.
  1093. --Becomes a 3 shot splat on frame 16. (48.4 damage.)
  1094. --Becomes a 4 shot splat on frame 24. (32.9 damage.)
  1095. -Loses 1.875 damage per frame in in Salmon Run.
  1096. Shot deviation angle while on the ground: 4.6 degrees
  1097. Shot deviation angle while jumping: 12 degrees
  1098. Minimum frequency at which bullets shoot towards the outer reticle: 4%
  1099. Maximum frequency at which bullets shoot towards the outer reticle: 30%
  1100. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1101. Frame after jumping where outer reticle starts shrinking: 25
  1102. Frame after jumping where outer reticle finishes shrinking: 70
  1103. Shot RNG increase per shot: 3%
  1104. -Reaches maximum frequency in 9 shots.
  1105. Shot RNG reduction per frame: 2%
  1106. -Reaches minimum frequency when on the ground in 13 frames.
  1107. -Reaches minimum frequency after jumping in 18 frames.
  1108. Initial bullet velocity: Travels 23 units per frame
  1109. Frames bullet flies with initial bullet velocity: 5 frames
  1110. Bullet velocity after flying straight: Travels 22.698 units per frame
  1111. -Effective range: 115 units.
  1112. Knockback: 0 units
  1113. Distance between droplets: 60 units
  1114. Droplet rate: 3
  1115. Number of droplet patterns: 5
  1116. Near droplet paint distance: 11 units
  1117. Near droplet paint radius: 20 units
  1118. Far droplet paint distance: 200 units
  1119. Far droplet paint radius: 17.5 units
  1120. Droplet paint radius: 13.5 units
  1121. Shots required to force a near paint droplet: N/A
  1122. Width of near paint droplets: 13 units
  1123. Low droplet height: 30 units
  1124. High droplet height: 100 units
  1125. Maximum droplet height radius multiplier: 1.2
  1126. Minimum droplet height radius multiplier: 1
  1127. Maximum droplet height radius multiplier for near droplets: 1.4
  1128. Minimum droplet height radius multiplier for near droplets: 1.2
  1129. Droplet collision radius: 1.5 units
  1130.  
  1131. Jet Squelcher
  1132. =============
  1133. Initial Properties:
  1134.  
  1135. Weight class: Medium
  1136. Movement speed: 0.6 units per frame
  1137. Shoots automatically: Yes
  1138. Triple shot: No
  1139. Frames between shots: 8 frames
  1140. Bullet radius: 2 units
  1141. Ink cost: 1.6% per shot
  1142. Ink cost (Salmon Run): 1.6% per shot
  1143. Ink recovery cooldown: 20 frames
  1144. Maximum damage: 32
  1145. Minimum damage: 16
  1146. Maximum damage (Salmon Run): 35
  1147. Minimum damage (Salmon Run): 30
  1148. Frame before bullet damage starts to decrease: 11
  1149. Frame where bullet hits minimum damage: 27
  1150. -Standard multiplayer statistics:
  1151. --Loses 1 damage per frame.
  1152. --Becomes a 5 shot splat on frame 19. (24 damage.)
  1153. --Becomes a 6 shot splat on frame 24. (19 damage.)
  1154. --Becomes a 7 shot splat on frame 27. (16 damage.)
  1155. -Loses 0.3125 damage per frame in in Salmon Run.
  1156. Shot deviation angle while on the ground: 3 degrees
  1157. Shot deviation angle while jumping: 10 degrees
  1158. Minimum frequency at which bullets shoot towards the outer reticle: 2%
  1159. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  1160. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1161. Frame after jumping where outer reticle starts shrinking: 25
  1162. Frame after jumping where outer reticle finishes shrinking: 70
  1163. Shot RNG increase per shot: 1.5%
  1164. -Reaches maximum frequency in 16 shots.
  1165. Shot RNG reduction per frame: 1%
  1166. -Reaches minimum frequency when on the ground in 23 frames.
  1167. -Reaches minimum frequency after jumping in 38 frames.
  1168. Initial bullet velocity: Travels 24 units per frame
  1169. Frames bullet flies with initial bullet velocity: 7 frames
  1170. Bullet velocity after flying straight: Travels 22.32 units per frame
  1171. -Effective range: 168 units.
  1172. Knockback: 0 units
  1173. Distance between droplets: 100 units
  1174. Droplet rate: 2.4
  1175. Number of droplet patterns: 8
  1176. Near droplet paint distance: 11 units
  1177. Near droplet paint radius: 18 units
  1178. Far droplet paint distance: 200 units
  1179. Far droplet paint radius: 16 units
  1180. Droplet paint radius: 12 units
  1181. Width of near paint droplets: 10 units
  1182. Droplet collision radius: 1.5 units
  1183.  
  1184. Changes from Splatoon 1 to 2:
  1185.  
  1186. Maximum damage: 31 -> 32
  1187. Minimum damage: 15.5 -> 16
  1188. Initial bullet velocity: 22 -> 24
  1189. Frames bullet flies straight through the air: 8 -> 7
  1190. -Effective range: 176 -> 168 (~5% decrease)
  1191. Droplet rate: 3 -> 2.4
  1192. Distance between droplets: 85 -> 100
  1193. Near droplet paint radius: 19.2 -> 18
  1194. Far droplet paint radius: 18 -> 16
  1195. Shot RNG increase per shot: 10% -> 1.5%
  1196.  
  1197. S1 exclusive:
  1198. -Frame where bullet hits minimum damage: 15
  1199.  
  1200. S2 exclusive:
  1201. -Frame before bullet damage starts to decrease: 11
  1202. -Frame where bullet hits minimum damage: 27
  1203.  
  1204. Becomes a 5 shot splat on frame 19. (24 damage.)
  1205. Becomes a 6 shot splat on frame 24. (19 damage.)
  1206. Becomes a 7 shot splat on frame 27. (16 damage.)
  1207.  
  1208. 2.0.0:
  1209.  
  1210. Frame before bullet damage starts to decrease: 11 -> 9
  1211. Frame where bullet hits minimum damage: 27 -> 25
  1212. -Becomes a 5 shot splat on frame 17.
  1213. -Becomes a 6 shot splat on frame 22.
  1214. -Becomes a 7 shot splat on frame 25.
  1215. Initial bullet velocity: 24 -> 33.6
  1216. Frames bullet flies straight through the air: 7 -> 5
  1217. Added parameters:
  1218. -Low droplet height: 30 units (Does not change anything in this patch.)
  1219. -High droplet height: 100 units (Does not change anything in this patch.)
  1220. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  1221. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  1222. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  1223. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  1224. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  1225. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  1226.  
  1227. 2.3.0:
  1228.  
  1229. Shot deviation angle while jumping: 10 degrees -> 8 degrees
  1230. Added parameter:
  1231. -Player collision radius: -1 (Does not change anything in this patch.)
  1232.  
  1233. Current Properties:
  1234.  
  1235. Weight class: Medium
  1236. Movement speed: 0.6 units per frame
  1237. Shoots automatically: Yes
  1238. Triple shot: No
  1239. Frames to shift firing modes: N/A
  1240. Frames between shots: 8 frames
  1241. Bullet radius: 2 units
  1242. Ink cost: 1.6% per shot
  1243. Ink cost (Salmon Run): 1.6% per shot
  1244. Ink recovery cooldown: 20 frames
  1245. Maximum damage: 32
  1246. Minimum damage: 16
  1247. Maximum damage (Salmon Run): 35
  1248. Minimum damage (Salmon Run): 30
  1249. Frame before bullet damage starts to decrease: 9
  1250. Frame where bullet hits minimum damage: 25
  1251. -Standard multiplayer statistics:
  1252. --Loses 1 damage per frame.
  1253. --Becomes a 5 shot splat on frame 17. (24 damage.)
  1254. --Becomes a 6 shot splat on frame 22. (19 damage.)
  1255. --Becomes a 7 shot splat on frame 25. (16 damage.)
  1256. -Loses 0.3125 damage per frame in in Salmon Run.
  1257. Shot deviation angle while on the ground: 3 degrees
  1258. Shot deviation angle while jumping: 8 degrees
  1259. Minimum frequency at which bullets shoot towards the outer reticle: 2%
  1260. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  1261. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1262. Frame after jumping where outer reticle starts shrinking: 25
  1263. Frame after jumping where outer reticle finishes shrinking: 70
  1264. Shot RNG increase per shot: 1.5%
  1265. -Reaches maximum frequency in 16 shots.
  1266. Shot RNG reduction per frame: 1%
  1267. -Reaches minimum frequency when on the ground in 23 frames.
  1268. -Reaches minimum frequency after jumping in 38 frames.
  1269. Initial bullet velocity: Travels 33.6 units per frame
  1270. Frames bullet flies with initial bullet velocity: 5 frames
  1271. Bullet velocity after flying straight: Travels 22.32 units per frame
  1272. -Effective range: 168 units.
  1273. Knockback: 0 units
  1274. Distance between droplets: 100 units
  1275. Droplet rate: 2.4
  1276. Number of droplet patterns: 8
  1277. Near droplet paint distance: 11 units
  1278. Near droplet paint radius: 18 units
  1279. Far droplet paint distance: 200 units
  1280. Far droplet paint radius: 16 units
  1281. Droplet paint radius: 12 units
  1282. Shots required to force a near paint droplet: N/A
  1283. Width of near paint droplets: 13 units
  1284. Low droplet height: 30 units
  1285. High droplet height: 100 units
  1286. Maximum droplet height radius multiplier: 1.2
  1287. Minimum droplet height radius multiplier: 1
  1288. Maximum droplet height radius multiplier for near droplets: 1.4
  1289. Minimum droplet height radius multiplier for near droplets: 1.2
  1290. Droplet collision radius: 1.5 units
  1291.  
  1292. Splattershot
  1293. ============
  1294. Initial Properties:
  1295.  
  1296. Weight class: Medium
  1297. Movement speed: 0.72 units per frame
  1298. Shoots automatically: Yes
  1299. Triple shot: No
  1300. Frames between shots: 6 frames
  1301. Bullet radius: 2 units
  1302. Ink cost: 1% per shot
  1303. Ink cost (Salmon Run): 1% per shot
  1304. Ink recovery cooldown: 20 frames
  1305. Maximum damage: 35
  1306. Minimum damage: 17.5
  1307. Maximum damage (Salmon Run): 35
  1308. Minimum damage (Salmon Run): 30
  1309. Frame before bullet damage starts to decrease: 8
  1310. Frame where bullet hits minimum damage: 24
  1311. -Standard multiplayer statistics:
  1312. --Loses 1.09375 damage per frame.
  1313. --Becomes a 4 shot splat on frame 10. (32.8 damage.)
  1314. --Becomes a 5 shot splat on frame 18. (24.1 damage.)
  1315. --Becomes a 6 shot splat on frame 22. (19.7 damage.)
  1316. -Loses 0.3125 damage per frame in in Salmon Run.
  1317. Shot deviation angle while on the ground: 6 degrees
  1318. Shot deviation angle while jumping: 12 degrees
  1319. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  1320. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  1321. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1322. Frame after jumping where outer reticle starts shrinking: 25
  1323. Frame after jumping where outer reticle finishes shrinking: 70
  1324. Shot RNG increase per shot: 1%
  1325. -Reaches maximum frequency in 24 shots.
  1326. Shot RNG reduction per frame: 0.5%
  1327. -Reaches minimum frequency when on the ground in 48 frames.
  1328. -Reaches minimum frequency after jumping in 78 frames.
  1329. Initial bullet velocity: Travels 22 units per frame
  1330. Frames bullet flies with initial bullet velocity: 4 frames
  1331. Bullet velocity after flying straight: Travels 14.495 units per frame
  1332. -Effective range: 88 units.
  1333. Knockback: 0 units
  1334. Distance between droplets: 92 units
  1335. Droplet rate: 1.5
  1336. Number of droplet patterns: 6
  1337. Near droplet paint distance: 11 units
  1338. Near droplet paint radius: 18 units
  1339. Far droplet paint distance: 200 units
  1340. Far droplet paint radius: 16 units
  1341. Droplet paint radius: 12.8 units
  1342. Width of near paint droplets: 12 units
  1343. Droplet collision radius: 1.5 units
  1344.  
  1345. Changes from Splatoon 1 to 2:
  1346.  
  1347. Shot deviation angle while jumping: 15 degrees -> 12 degrees
  1348. Number of droplet patterns: 5 -> 6
  1349. Ink cost: 0.9% -> 1%
  1350. Droplet rate: 2 -> 1.5
  1351. Distance between droplets: 75 -> 92
  1352. Near droplet paint radius: 19.2 -> 18
  1353. Far droplet paint radius: 18 -> 16
  1354. Droplet paint radius: 13 -> 12.8
  1355. Shot RNG increase per shot: 2% -> 1%
  1356.  
  1357. S1 exclusive:
  1358. -Frame where bullet hits minimum damage: 15
  1359.  
  1360. S2 exclusive:
  1361. -Frame before bullet damage starts to decrease: 8
  1362. -Frame where bullet hits minimum damage: 24
  1363.  
  1364. Becomes a 4 shot splat on frame 10. (32.8 damage.)
  1365. Becomes a 5 shot splat on frame 18. (24.1 damage.)
  1366. Becomes a 6 shot splat on frame 22. (19.7 damage.)
  1367.  
  1368. 1.1.2:
  1369.  
  1370. Tentatek Splattershot special cost: 190 -> 210
  1371.  
  1372. 1.3.0:
  1373.  
  1374. Tentatek Splattershot special cost: 210 -> 230
  1375.  
  1376. 1.4.0:
  1377.  
  1378. Splattershot special cost: 180 -> 190
  1379.  
  1380. 2.0.0:
  1381.  
  1382. Splattershot special cost: 190 -> 200
  1383.  
  1384. 2.3.0:
  1385.  
  1386. Tentatek Splattershot special cost: 230 -> 210
  1387.  
  1388. Current Properties:
  1389.  
  1390. Weight class: Medium
  1391. Movement speed: 0.72 units per frame
  1392. Shoots automatically: Yes
  1393. Triple shot: No
  1394. Frames between shots: 6 frames
  1395. Bullet radius: 2 units
  1396. Ink cost: 1% per shot
  1397. Ink cost (Salmon Run): 1% per shot
  1398. Ink recovery cooldown: 20 frames
  1399. Maximum damage: 35
  1400. Minimum damage: 17.5
  1401. Maximum damage (Salmon Run): 35
  1402. Minimum damage (Salmon Run): 30
  1403. Frame before bullet damage starts to decrease: 8
  1404. Frame where bullet hits minimum damage: 24
  1405. -Standard multiplayer statistics:
  1406. --Loses 1.09375 damage per frame.
  1407. --Becomes a 4 shot splat on frame 10. (32.8 damage.)
  1408. --Becomes a 5 shot splat on frame 18. (24.1 damage.)
  1409. --Becomes a 6 shot splat on frame 22. (19.7 damage.)
  1410. -Loses 0.3125 damage per frame in in Salmon Run.
  1411. Shot deviation angle while on the ground: 6 degrees
  1412. Shot deviation angle while jumping: 12 degrees
  1413. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  1414. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  1415. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1416. Frame after jumping where outer reticle starts shrinking: 25
  1417. Frame after jumping where outer reticle finishes shrinking: 70
  1418. Shot RNG increase per shot: 1%
  1419. -Reaches maximum frequency in 24 shots.
  1420. Shot RNG reduction per frame: 0.5%
  1421. -Reaches minimum frequency when on the ground in 48 frames.
  1422. -Reaches minimum frequency after jumping in 78 frames.
  1423. Initial bullet velocity: Travels 22 units per frame
  1424. Frames bullet flies with initial bullet velocity: 4 frames
  1425. Bullet velocity after flying straight: Travels 14.495 units per frame
  1426. -Effective range: 88 units.
  1427. Knockback: 0 units
  1428. Distance between droplets: 92 units
  1429. Droplet rate: 1.5
  1430. Number of droplet patterns: 6
  1431. Near droplet paint distance: 11 units
  1432. Near droplet paint radius: 18 units
  1433. Far droplet paint distance: 200 units
  1434. Far droplet paint radius: 16 units
  1435. Droplet paint radius: 12.8 units
  1436. Width of near paint droplets: 12 units
  1437. Droplet collision radius: 1.5 units
  1438.  
  1439. Splash-o-matic
  1440. ==============
  1441. Initial Properties:
  1442.  
  1443. Weight class: Light
  1444. Movement speed: 0.72 units per frame
  1445. Shoots automatically: Yes
  1446. Triple shot: No
  1447. Frames between shots: 5 frames
  1448. Bullet radius: 2 units
  1449. Ink cost: 0.8% per shot
  1450. Ink cost (Salmon Run): 0.8% per shot
  1451. Ink recovery cooldown: 20 frames
  1452. Maximum damage: 28
  1453. Minimum damage: 14
  1454. Maximum damage (Salmon Run): 28
  1455. Minimum damage (Salmon Run): 20
  1456. Frame before bullet damage starts to decrease: 4
  1457. Frame where bullet hits minimum damage: 20
  1458. -Standard multiplayer statistics:
  1459. --Loses 0.875 damage per frame.
  1460. --Becomes a 5 shot splat on frame 8. (24.5 damage.)
  1461. --Becomes a 6 shot splat on frame 14. (19.3 damage.)
  1462. --Becomes a 7 shot splat on frame 17. (16.6 damage.)
  1463. --Becomes a 8 shot splat on frame 20. (14 damage.)
  1464. -Loses 0.5 damage per frame in in Salmon Run.
  1465. Shot deviation angle while on the ground: 0 degrees
  1466. Shot deviation angle while jumping: 12 degrees
  1467. Minimum frequency at which bullets shoot towards the outer reticle: 4%
  1468. Maximum frequency at which bullets shoot towards the outer reticle: 40%
  1469. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1470. Frame after jumping where outer reticle starts shrinking: 25
  1471. Frame after jumping where outer reticle finishes shrinking: 70
  1472. Shot RNG increase per shot: 2%
  1473. -Reaches maximum frequency in 18 shots.
  1474. Shot RNG reduction per frame: 1%
  1475. -Reaches minimum frequency when on the ground in 36 frames.
  1476. -Reaches minimum frequency after jumping in 36 frames.
  1477. Initial bullet velocity: Travels 36 units per frame
  1478. Frames bullet flies with initial bullet velocity: 2 frames
  1479. Bullet velocity after flying straight: Travels 15.83 units per frame
  1480. -Effective range: 72 units.
  1481. Knockback: 0 units
  1482. Distance between droplets: 110 units
  1483. Droplet rate: 1.2
  1484. Number of droplet patterns: 6
  1485. Near droplet paint distance: 11 units
  1486. Near droplet paint radius: 20.5 units
  1487. Far droplet paint distance: 200 units
  1488. Far droplet paint radius: 16.5 units
  1489. Droplet paint radius: 12.8 units
  1490. Width of near paint droplets: 11.5 units
  1491. Droplet collision radius: 1.5 units
  1492.  
  1493. Changes from Splatoon 1 to 2:
  1494.  
  1495. Weight class: Medium -> Light
  1496. Initial bullet velocity: 24 -> 36
  1497. Shot deviation angle while on the ground: 2.7 degrees -> 0 degrees
  1498. Number of droplet patterns: 7 -> 6
  1499. Ink Cost: 0.7% -> 0.8%
  1500. Frames bullet flies straight through the air: 3 -> 2
  1501. Droplet Rate: 1.65 -> 1.2
  1502. Distance between droplets: 80 -> 110
  1503. Near droplet paint radius: 22 -> 20.5
  1504. Far droplet paint radius: 19 -> 16.5
  1505. Droplet paint radius: 13.2 -> 12.8
  1506. Shot RNG increase per shot: 10% -> 2%
  1507.  
  1508. S1 exclusive:
  1509. -Frame where bullet hits minimum damage: 15
  1510.  
  1511. S2 exclusive:
  1512. -Frame before bullet damage starts to decrease: 4
  1513. -Frame where bullet hits minimum damage: 20
  1514.  
  1515. Becomes a 5 shot splat on frame 8. (24.5 damage.)
  1516. Becomes a 6 shot splat on frame 14. (19.3 damage.)
  1517. Becomes a 7 shot splat on frame 17. (16.6 damage.)
  1518. Becomes a 8 shot splat on frame 20. (14 damage.)
  1519.  
  1520. 1.3.0:
  1521.  
  1522. Splash-o-matic special cost: 180 -> 170
  1523.  
  1524. 1.4.0:
  1525.  
  1526. Initial bullet velocity: 36 -> 39.2
  1527. Bullet velocity after flying straight: 15.83 -> 15.815
  1528. Effective range: 72 -> 78.4
  1529. Droplet Rate: 1.2 -> 1.5
  1530. Distance between droplets: 110 -> 95
  1531. Added parameter:
  1532. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  1533.  
  1534. 3.1.0:
  1535.  
  1536. Added parameters:
  1537. -Low droplet height: 30 units (Does not change anything in this patch.)
  1538. -High droplet height: 100 units (Does not change anything in this patch.)
  1539. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  1540. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  1541. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  1542. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  1543. -Player collision radius: -1 (Does not change anything in this patch.)
  1544. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  1545.  
  1546. Current Properties:
  1547.  
  1548. Weight class: Light
  1549. Movement speed: 0.72 units per frame
  1550. Shoots automatically: Yes
  1551. Triple shot: No
  1552. Frames to shift firing modes: N/A
  1553. Frames between shots: 5 frames
  1554. Bullet radius: 2 units
  1555. Ink cost: 0.8% per shot
  1556. Ink cost (Salmon Run): 0.8% per shot
  1557. Ink recovery cooldown: 20 frames
  1558. Maximum damage: 28
  1559. Minimum damage: 14
  1560. Maximum damage (Salmon Run): 28
  1561. Minimum damage (Salmon Run): 20
  1562. Frame before bullet damage starts to decrease: 4
  1563. Frame where bullet hits minimum damage: 20
  1564. -Standard multiplayer statistics:
  1565. --Loses 0.875 damage per frame.
  1566. --Becomes a 5 shot splat on frame 8. (24.5 damage.)
  1567. --Becomes a 6 shot splat on frame 14. (19.3 damage.)
  1568. --Becomes a 7 shot splat on frame 17. (16.6 damage.)
  1569. --Becomes a 8 shot splat on frame 20. (14 damage.)
  1570. -Loses 0.5 damage per frame in in Salmon Run.
  1571. Shot deviation angle while on the ground: 0 degrees
  1572. Shot deviation angle while jumping: 12 degrees
  1573. Minimum frequency at which bullets shoot towards the outer reticle: 4%
  1574. Maximum frequency at which bullets shoot towards the outer reticle: 40%
  1575. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1576. Frame after jumping where outer reticle starts shrinking: 25
  1577. Frame after jumping where outer reticle finishes shrinking: 70
  1578. Shot RNG increase per shot: 2%
  1579. -Reaches maximum frequency in 18 shots.
  1580. Shot RNG reduction per frame: 1%
  1581. -Reaches minimum frequency when on the ground in 36 frames.
  1582. -Reaches minimum frequency after jumping in 36 frames.
  1583. Initial bullet velocity: Travels 39.2 units per frame
  1584. Frames bullet flies with initial bullet velocity: 2 frames
  1585. Bullet velocity after flying straight: Travels 15.815 units per frame
  1586. -Effective range: 78.4 units.
  1587. -Potential range: 110.03 units.
  1588. Knockback: 0 units
  1589. Distance between droplets: 95 units
  1590. Droplet rate: 1.5
  1591. Number of droplet patterns: 6
  1592. Near droplet paint distance: 11 units
  1593. Near droplet paint radius: 20.5 units
  1594. Far droplet paint distance: 200 units
  1595. Far droplet paint radius: 16.5 units
  1596. Droplet paint radius: 12.8 units
  1597. Shots required to force a near paint droplet: N/A
  1598. Width of near paint droplets: 11.5 units
  1599. Low droplet height: 30 units
  1600. High droplet height: 100 units
  1601. Maximum droplet height radius multiplier: 1.2
  1602. Minimum droplet height radius multiplier: 1
  1603. Maximum droplet height radius multiplier for near droplets: 1.4
  1604. Minimum droplet height radius multiplier for near droplets: 1.2
  1605. Droplet collision radius: 1.5 units
  1606.  
  1607. N-ZAP '85
  1608. =========
  1609. Initial Properties:
  1610.  
  1611. Weight class: Medium
  1612. Movement speed: 0.8 units per frame
  1613. Shoots automatically: Yes
  1614. Triple shot: No
  1615. Frames between shots: 5 frames
  1616. Bullet radius: 2 units
  1617. Ink cost: 0.8% per shot
  1618. Ink cost (Salmon Run): 0.85% per shot
  1619. Ink recovery cooldown: 20 frames
  1620. Maximum damage: 28
  1621. Minimum damage: 14
  1622. Maximum damage (Salmon Run): 28
  1623. Minimum damage (Salmon Run): 20
  1624. Frame before bullet damage starts to decrease: 8
  1625. Frame where bullet hits minimum damage: 24
  1626. -Standard multiplayer statistics:
  1627. --Loses 0.875 damage per frame.
  1628. --Becomes a 5 shot splat on frame 12. (24.5 damage.)
  1629. --Becomes a 6 shot splat on frame 18. (19.3 damage.)
  1630. --Becomes a 7 shot splat on frame 21. (16.6 damage.)
  1631. --Becomes a 8 shot splat on frame 24. (14 damage.)
  1632. -Loses 0.5 damage per frame in in Salmon Run.
  1633. Shot deviation angle while on the ground: 6 degrees
  1634. Shot deviation angle while jumping: 12 degrees
  1635. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  1636. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  1637. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1638. Frame after jumping where outer reticle starts shrinking: 25
  1639. Frame after jumping where outer reticle finishes shrinking: 70
  1640. Shot RNG increase per shot: 1%
  1641. -Reaches maximum frequency in 24 shots.
  1642. Shot RNG reduction per frame: 0.5%
  1643. -Reaches minimum frequency when on the ground in 48 frames.
  1644. -Reaches minimum frequency after jumping in 78 frames.
  1645. Initial bullet velocity: Travels 22 units per frame
  1646. Frames bullet flies with initial bullet velocity: 4 frames
  1647. Bullet velocity after flying straight: Travels 14.495 units per frame
  1648. -Effective range: 88 units.
  1649. Knockback: 0 units
  1650. Distance between droplets: 110 units
  1651. Droplet rate: 1.4
  1652. Number of droplet patterns: 11
  1653. Near droplet paint distance: 11 units
  1654. Near droplet paint radius: 18 units
  1655. Far droplet paint distance: 200 units
  1656. Far droplet paint radius: 16 units
  1657. Droplet paint radius: 11.6 units
  1658. Width of near paint droplets: 10 units
  1659. Droplet collision radius: 1.5 units
  1660.  
  1661. Changes from Splatoon 1 to 2:
  1662.  
  1663. Shot deviation angle while jumping: 15 degrees -> 12 degrees
  1664. Droplet rate: 1.65 -> 1.4
  1665. Distance between droplets: 100 -> 110
  1666. Near droplet paint radius: 19.2 -> 18
  1667. Far droplet paint radius: 18 -> 16
  1668. Droplet paint radius: 12.8 -> 11.6
  1669. Shot RNG increase per shot: 2% -> 1%
  1670.  
  1671. S1 exclusive:
  1672. -Frame where bullet hits minimum damage: 15
  1673.  
  1674. S2 exclusive:
  1675. -Frame before bullet damage starts to decrease: 8
  1676. -Frame where bullet hits minimum damage: 24
  1677.  
  1678. Becomes a 5 shot splat on frame 12. (24.5 damage.)
  1679. Becomes a 6 shot splat on frame 18. (19.3 damage.)
  1680. Becomes a 7 shot splat on frame 21. (16.6 damage.)
  1681. Becomes a 8 shot splat on frame 24. (14 damage.)
  1682.  
  1683. 1.1.2:
  1684.  
  1685. N-ZAP '85 special cost: 180 -> 200
  1686.  
  1687. 1.3.0:
  1688.  
  1689. N-ZAP '85 special cost: 200 -> 190
  1690.  
  1691. 1.4.0:
  1692.  
  1693. Weight class: Medium -> Light
  1694. Movement speed: 0.8 -> 0.84
  1695. Added parameter:
  1696. -Shots required to force a near paint droplet: 5
  1697.  
  1698. 2.2.0:
  1699.  
  1700. N-ZAP '85 special cost: 190 -> 210
  1701.  
  1702. Current Properties:
  1703.  
  1704. Weight class: Light
  1705. Movement speed: 0.84 units per frame
  1706. Shoots automatically: Yes
  1707. Triple shot: No
  1708. Frames between shots: 5 frames
  1709. Bullet radius: 2 units
  1710. Ink cost: 0.8% per shot
  1711. Ink cost (Salmon Run): 0.85% per shot
  1712. Ink recovery cooldown: 20 frames
  1713. Maximum damage: 28
  1714. Minimum damage: 14
  1715. Maximum damage (Salmon Run): 28
  1716. Minimum damage (Salmon Run): 20
  1717. Frame before bullet damage starts to decrease: 8
  1718. Frame where bullet hits minimum damage: 24
  1719. -Standard multiplayer statistics:
  1720. --Loses 0.875 damage per frame.
  1721. --Becomes a 5 shot splat on frame 12. (24.5 damage.)
  1722. --Becomes a 6 shot splat on frame 18. (19.3 damage.)
  1723. --Becomes a 7 shot splat on frame 21. (16.6 damage.)
  1724. --Becomes a 8 shot splat on frame 24. (14 damage.)
  1725. -Loses 0.5 damage per frame in in Salmon Run.
  1726. Shot deviation angle while on the ground: 6 degrees
  1727. Shot deviation angle while jumping: 12 degrees
  1728. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  1729. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  1730. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1731. Frame after jumping where outer reticle starts shrinking: 25
  1732. Frame after jumping where outer reticle finishes shrinking: 70
  1733. Shot RNG increase per shot: 1%
  1734. -Reaches maximum frequency in 24 shots.
  1735. Shot RNG reduction per frame: 0.5%
  1736. -Reaches minimum frequency when on the ground in 48 frames.
  1737. -Reaches minimum frequency after jumping in 78 frames.
  1738. Initial bullet velocity: Travels 22 units per frame
  1739. Frames bullet flies with initial bullet velocity: 4 frames
  1740. Bullet velocity after flying straight: Travels 14.495 units per frame
  1741. -Effective range: 88 units.
  1742. Knockback: 0 units
  1743. Distance between droplets: 110 units
  1744. Droplet rate: 1.4
  1745. Number of droplet patterns: 11
  1746. Near droplet paint distance: 11 units
  1747. Near droplet paint radius: 18 units
  1748. Far droplet paint distance: 200 units
  1749. Far droplet paint radius: 16 units
  1750. Droplet paint radius: 11.6 units
  1751. Shots required to force a near paint droplet: 5
  1752. Width of near paint droplets: 10 units
  1753. Droplet collision radius: 1.5 units
  1754.  
  1755. Sploosh-o-matic
  1756. ===============
  1757. Initial Properties:
  1758.  
  1759. Weight class: Light
  1760. Movement speed: 0.72 units per frame
  1761. Shoots automatically: Yes
  1762. Triple shot: No
  1763. Frames between shots: 5 frames
  1764. Bullet radius: 2 units
  1765. Ink cost: 0.8% per shot
  1766. Ink cost (Salmon Run): 0.8% per shot
  1767. Ink recovery cooldown: 20 frames
  1768. Maximum damage: 38
  1769. Minimum damage: 19
  1770. Maximum damage (Salmon Run): 45
  1771. Minimum damage (Salmon Run): 30
  1772. Frame before bullet damage starts to decrease: 6
  1773. Frame where bullet hits minimum damage: 22
  1774. -Standard multiplayer statistics:
  1775. --Loses 1.1875 damage per frame.
  1776. --Becomes a 4 shot splat on frame 10. (33.3 damage.)
  1777. --Becomes a 5 shot splat on frame 17. (24.9 damage.)
  1778. --Becomes a 6 shot splat on frame 22. (19 damage.)
  1779. -Loses 0.9375 damage per frame in in Salmon Run.
  1780. Shot deviation angle while on the ground: 12 degrees
  1781. Shot deviation angle while jumping: 18 degrees
  1782. Minimum frequency at which bullets shoot towards the outer reticle: 4%
  1783. Maximum frequency at which bullets shoot towards the outer reticle: 40%
  1784. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1785. Frame after jumping where outer reticle starts shrinking: 25
  1786. Frame after jumping where outer reticle finishes shrinking: 70
  1787. Shot RNG increase per shot: 2%
  1788. -Reaches maximum frequency in 18 shots.
  1789. Shot RNG reduction per frame: 1%
  1790. -Reaches minimum frequency when on the ground in 36 frames.
  1791. -Reaches minimum frequency after jumping in 36 frames.
  1792. Initial bullet velocity: Travels 20 units per frame
  1793. Frames bullet flies with initial bullet velocity: 2 frames
  1794. Bullet velocity after flying straight: Travels 17.82 units per frame
  1795. -Effective range: 40 units.
  1796. Knockback: 0 units
  1797. Distance between droplets: 60 units
  1798. Droplet rate: 1.4
  1799. Number of droplet patterns: 5
  1800. Near droplet paint distance: 11 units
  1801. Near droplet paint radius: 22 units
  1802. Far droplet paint distance: 200 units
  1803. Far droplet paint radius: 17 units
  1804. Droplet paint radius: 12 units
  1805. Width of near paint droplets: 11.5 units
  1806. Droplet collision radius: 1.5 units
  1807.  
  1808. Changes from Splatoon 1 to 2:
  1809.  
  1810. Weight class: Medium -> Light
  1811. Number of droplet patterns: 4 -> 5
  1812. Ink cost: 0.7% -> 0.8%
  1813. Droplet rate: 1.5 -> 1.4
  1814. Distance between droplets: 55 -> 60
  1815. Near droplet paint radius: 24 -> 22
  1816. Far droplet paint radius: 19 -> 17
  1817. Shot RNG increase per shot: 10% -> 2%
  1818.  
  1819. S1 exclusive:
  1820. -Frame where bullet hits minimum damage: 15
  1821.  
  1822. S2 exclusive:
  1823. -Frame before bullet damage starts to decrease: 6
  1824. -Frame where bullet hits minimum damage: 22
  1825.  
  1826. Becomes a 4 shot splat on frame 10.
  1827. Becomes a 5 shot splat on frame 17.
  1828. Becomes a 6 shot splat on frame 22.
  1829.  
  1830. 1.2.0:
  1831.  
  1832. Movement speed: 0.72 -> 0.8
  1833.  
  1834. 1.3.0:
  1835.  
  1836. Sploosh-o-matic special cost: 180 -> 170
  1837.  
  1838. Current Properties:
  1839.  
  1840. Weight class: Light
  1841. Movement speed: 0.8 units per frame
  1842. Shoots automatically: Yes
  1843. Triple shot: No
  1844. Frames between shots: 5 frames
  1845. Bullet radius: 2 units
  1846. Ink cost: 0.8% per shot
  1847. Ink cost (Salmon Run): 0.8% per shot
  1848. Ink recovery cooldown: 20 frames
  1849. Maximum damage: 38
  1850. Minimum damage: 19
  1851. Maximum damage (Salmon Run): 45
  1852. Minimum damage (Salmon Run): 30
  1853. Frame before bullet damage starts to decrease: 6
  1854. Frame where bullet hits minimum damage: 22
  1855. -Standard multiplayer statistics:
  1856. --Loses 1.1875 damage per frame.
  1857. --Becomes a 4 shot splat on frame 10. (33.3 damage.)
  1858. --Becomes a 5 shot splat on frame 17. (24.9 damage.)
  1859. --Becomes a 6 shot splat on frame 22. (19 damage.)
  1860. -Loses 0.9375 damage per frame in in Salmon Run.
  1861. Shot deviation angle while on the ground: 12 degrees
  1862. Shot deviation angle while jumping: 18 degrees
  1863. Minimum frequency at which bullets shoot towards the outer reticle: 4%
  1864. Maximum frequency at which bullets shoot towards the outer reticle: 40%
  1865. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1866. Frame after jumping where outer reticle starts shrinking: 25
  1867. Frame after jumping where outer reticle finishes shrinking: 70
  1868. Shot RNG increase per shot: 2%
  1869. -Reaches maximum frequency in 18 shots.
  1870. Shot RNG reduction per frame: 1%
  1871. -Reaches minimum frequency when on the ground in 36 frames.
  1872. -Reaches minimum frequency after jumping in 36 frames.
  1873. Initial bullet velocity: Travels 20 units per frame
  1874. Frames bullet flies with initial bullet velocity: 2 frames
  1875. Bullet velocity after flying straight: Travels 17.82 units per frame
  1876. -Effective range: 40 units.
  1877. Knockback: 0 units
  1878. Distance between droplets: 60 units
  1879. Droplet rate: 1.4
  1880. Number of droplet patterns: 5
  1881. Near droplet paint distance: 11 units
  1882. Near droplet paint radius: 22 units
  1883. Far droplet paint distance: 200 units
  1884. Far droplet paint radius: 17 units
  1885. Droplet paint radius: 12 units
  1886. Width of near paint droplets: 11.5 units
  1887. Droplet collision radius: 1.5 units
  1888.  
  1889. H-3 Nozzlenose
  1890. ==============
  1891. Initial Properties:
  1892.  
  1893. Weight class: Medium
  1894. Movement speed: 0.6 units per frame
  1895. Shoots automatically: Yes
  1896. Triple shot: Yes
  1897. Frames between shots: 5 frames
  1898. Frames between triple shots: 20 frames
  1899. Bullet radius: 2 units
  1900. Ink cost: 1.8% per shot
  1901. Ink cost (Salmon Run): 1.8% per shot
  1902. Ink recovery cooldown: 25 frames
  1903. Maximum damage: 41
  1904. Minimum damage: 20.5
  1905. Maximum damage (Salmon Run): 45
  1906. Minimum damage (Salmon Run): 40
  1907. Frame before bullet damage starts to decrease: 9
  1908. Frame where bullet hits minimum damage: 25
  1909. -Standard multiplayer statistics:
  1910. --Loses 1.28125 damage per frame.
  1911. --Becomes a 4 shot splat on frame 15. (33.3 damage.)
  1912. --Becomes a 5 shot splat on frame 22. (24.3 damage.)
  1913. -Loses 0.3125 damage per frame in in Salmon Run.
  1914. Shot deviation angle while on the ground: 1 degree
  1915. Shot deviation angle while jumping: 6 degrees
  1916. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  1917. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  1918. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  1919. Frame after jumping where outer reticle starts shrinking: 25
  1920. Frame after jumping where outer reticle finishes shrinking: 70
  1921. Shot RNG increase per shot: 1%
  1922. -Reaches maximum frequency in 24 shots.
  1923. Shot RNG reduction per frame: 0.5%
  1924. -Reaches minimum frequency when on the ground in 48 frames.
  1925. -Reaches minimum frequency after jumping in 78 frames.
  1926. Initial bullet velocity: Travels 23 units per frame
  1927. Frames bullet flies with initial bullet velocity: 5 frames
  1928. Bullet velocity after flying straight: Travels 22.698 units per frame
  1929. -Effective range: 115 units.
  1930. Knockback: 0 units
  1931. Distance between droplets: 60 units
  1932. Droplet rate: 3
  1933. Number of droplet patterns: 5
  1934. Near droplet paint distance: 11 units
  1935. Near droplet paint radius: 19 units
  1936. Far droplet paint distance: 200 units
  1937. Far droplet paint radius: 19 units
  1938. Droplet paint radius: 14.2 units
  1939. Width of near paint droplets: 13.5 units
  1940. Droplet collision radius: 1.5 units
  1941.  
  1942. Changes from Splatoon 1 to 2:
  1943.  
  1944. Ink cost: 1.6% -> 1.8%
  1945. Ink recovery cooldown: 30 -> 25
  1946. Movement speed: 0.45 -> 0.6
  1947. Initial bullet velocity: 22 -> 23
  1948. Frames bullet flies with initial bullet velocity: 6 -> 5
  1949. -Effective range: 132 -> 115 (~13% decrease)
  1950. Droplet rate: 4 -> 3
  1951. Distance between droplets: 48 -> 60
  1952. Near droplet paint radius: 22 -> 19
  1953. Far droplet paint radius: 22 -> 19
  1954. Droplet paint radius: 14.5 -> 14.2
  1955. Rainmaker shield damage multiplier: 1.4 -> 1.2
  1956. Shot RNG increase per shot: 2% -> 1%
  1957.  
  1958. S1 exclusive:
  1959. -Frame where bullet hits minimum damage: 15
  1960.  
  1961. S2 exclusive:
  1962. -Frame before bullet damage starts to decrease: 9
  1963. -Frame where bullet hits minimum damage: 25
  1964.  
  1965. Becomes a 4 shot splat on frame 15. (33.3 damage.)
  1966. Becomes a 5 shot splat on frame 22. (24.3 damage.)
  1967.  
  1968. 1.2.0:
  1969.  
  1970. Maximum damage (Salmon Run): 45 -> 60
  1971. Minimum damage (Salmon Run): 40 -> 50
  1972. -Damage lost per frame (Salmon Run): 0.3125 -> 0.625
  1973.  
  1974. 1.4.0:
  1975.  
  1976. Initial bullet velocity: 23 -> 28.75
  1977. Frames bullet flies with initial bullet velocity: 5 -> 4
  1978. Frame before bullet damage starts to decrease: 9 -> 8
  1979. Frame where bullet hits minimum damage: 25 -> 24
  1980. -Becomes a 4 shot splat on frame 15 -> 14.
  1981. -Becomes a 5 shot splat on frame 22 -> 21.
  1982. Frame after jumping where outer reticle starts shrinking: 25 frames -> 20 frames
  1983. Frame after jumping where outer reticle finishes shrinking: 70 frames -> 50 frames
  1984. Added parameter:
  1985. -Shots required to force a near paint droplet: 3
  1986.  
  1987. 2.3.0:
  1988.  
  1989. Shot deviation angle while jumping: 6 degrees -> 1 degree
  1990. Near droplet paint radius: 19 -> 21
  1991. Far droplet paint radius: 19 -> 21
  1992. Added parameters:
  1993. -Low droplet height: 30 units (Does not change anything in this patch.)
  1994. -High droplet height: 100 units (Does not change anything in this patch.)
  1995. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  1996. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  1997. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  1998. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  1999. -Player collision radius: -1 (Does not change anything in this patch.)
  2000. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  2001.  
  2002. Current Properties:
  2003.  
  2004. Weight class: Medium
  2005. Movement speed: 0.6 units per frame
  2006. Shoots automatically: Yes
  2007. Triple shot: Yes
  2008. Frames to shift firing modes: N/A
  2009. Frames between shots: 5 frames
  2010. Frames between triple shots: 20 frames
  2011. Bullet radius: 2 units
  2012. Ink cost: 1.8% per shot
  2013. Ink cost (Salmon Run): 1.8% per shot
  2014. Ink recovery cooldown: 25 frames
  2015. Maximum damage: 41
  2016. Minimum damage: 20.5
  2017. Maximum damage (Salmon Run): 60
  2018. Minimum damage (Salmon Run): 50
  2019. Frame before bullet damage starts to decrease: 8
  2020. Frame where bullet hits minimum damage: 24
  2021. -Standard multiplayer statistics:
  2022. --Loses 1.28125 damage per frame.
  2023. --Becomes a 4 shot splat on frame 14. (33.3 damage.)
  2024. --Becomes a 5 shot splat on frame 21. (24.3 damage.)
  2025. -Loses 0.625 damage per frame in in Salmon Run.
  2026. Shot deviation angle while on the ground: 1 degree
  2027. Shot deviation angle while jumping: 1 degree
  2028. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  2029. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  2030. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  2031. Frame after jumping where outer reticle starts shrinking: 20
  2032. Frame after jumping where outer reticle finishes shrinking: 50
  2033. Shot RNG increase per shot: 1%
  2034. -Reaches maximum frequency in 24 shots.
  2035. Shot RNG reduction per frame: 0.5%
  2036. -Reaches minimum frequency when on the ground in 48 frames.
  2037. -Reaches minimum frequency after jumping in 78 frames.
  2038. Initial bullet velocity: Travels 28.75 units per frame
  2039. Frames bullet flies with initial bullet velocity: 4 frames
  2040. Bullet velocity after flying straight: Travels 22.698 units per frame
  2041. -Effective range: 115 units.
  2042. Knockback: 0 units
  2043. Distance between droplets: 60 units
  2044. Droplet rate: 3
  2045. Number of droplet patterns: 5
  2046. Near droplet paint distance: 11 units
  2047. Near droplet paint radius: 21 units
  2048. Far droplet paint distance: 200 units
  2049. Far droplet paint radius: 21 units
  2050. Droplet paint radius: 14.2 units
  2051. Shots required to force a near paint droplet: 3
  2052. Width of near paint droplets: 13.5 units
  2053. Low droplet height: 30 units
  2054. High droplet height: 100 units
  2055. Maximum droplet height radius multiplier: 1.2
  2056. Minimum droplet height radius multiplier: 1
  2057. Maximum droplet height radius multiplier for near droplets: 1.4
  2058. Minimum droplet height radius multiplier for near droplets: 1.2
  2059. Droplet collision radius: 1.5 units
  2060.  
  2061. L-3 Nozzlenose
  2062. ==============
  2063. Initial Properties:
  2064.  
  2065. Weight class: Medium
  2066. Movement speed: 0.72 units per frame
  2067. Shoots automatically: Yes
  2068. Triple shot: Yes
  2069. Frames between shots: 4 frames
  2070. Frames between triple shots: 8 frames
  2071. Bullet radius: 2 units
  2072. Ink cost: 1% per shot
  2073. Ink cost (Salmon Run): 1% per shot
  2074. Ink recovery cooldown: 25 frames
  2075. Maximum damage: 29
  2076. Minimum damage: 14.5
  2077. Maximum damage (Salmon Run): 32
  2078. Minimum damage (Salmon Run): 30
  2079. Frame before bullet damage starts to decrease: 9
  2080. Frame where bullet hits minimum damage: 25
  2081. -Standard multiplayer statistics:
  2082. --Loses 0.90625 damage per frame.
  2083. --Becomes a 5 shot splat on frame 14. (24.5 damage.)
  2084. --Becomes a 6 shot splat on frame 19. (19.9 damage.)
  2085. --Becomes a 7 shot splat on frame 23. (16.3 damage.)
  2086. -Loses 0.125 damage per frame in in Salmon Run.
  2087. Shot deviation angle while on the ground: 1 degree
  2088. Shot deviation angle while jumping: 6 degrees
  2089. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  2090. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  2091. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  2092. Frame after jumping where outer reticle starts shrinking: 25
  2093. Frame after jumping where outer reticle finishes shrinking: 70
  2094. Shot RNG increase per shot: 1%
  2095. -Reaches maximum frequency in 24 shots.
  2096. Shot RNG reduction per frame: 0.5%
  2097. -Reaches minimum frequency when on the ground in 48 frames.
  2098. -Reaches minimum frequency after jumping in 78 frames.
  2099. Initial bullet velocity: Travels 22 units per frame
  2100. Frames bullet flies with initial bullet velocity: 5 frames
  2101. Bullet velocity after flying straight: Travels 15.68 units per frame
  2102. -Effective range: 110 units.
  2103. Knockback: 0 units
  2104. Distance between droplets: 120 units
  2105. Droplet rate: 1.5
  2106. Number of droplet patterns: 10
  2107. Near droplet paint distance: 11 units
  2108. Near droplet paint radius: 19.5 units
  2109. Far droplet paint distance: 200 units
  2110. Far droplet paint radius: 19.5 units
  2111. Droplet paint radius: 15.5 units
  2112. Width of near paint droplets: 14 units
  2113. Droplet collision radius: 1.5 units
  2114.  
  2115. Changes from Splatoon 1 to 2:
  2116.  
  2117. Movement speed: 0.5 -> 0.72
  2118. Distance between droplets: 116 -> 120
  2119. Near droplet paint radius: 23 -> 19.5
  2120. Far droplet paint radius: 23 -> 19.5
  2121. Droplet paint radius: 16 -> 15.5
  2122. Rainmaker shield damage multiplier: 1.2 -> 1.1
  2123. Shot RNG increase per shot: 2% -> 1%
  2124.  
  2125. S1 exclusive:
  2126. -Frame where bullet hits minimum damage: 15
  2127.  
  2128. S2 exclusive:
  2129. -Frame before bullet damage starts to decrease: 9
  2130. -Frame where bullet hits minimum damage: 25
  2131.  
  2132. Becomes a 5 shot splat on frame 14. (24.5 damage.)
  2133. Becomes a 6 shot splat on frame 19. (19.9 damage.)
  2134. Becomes a 7 shot splat on frame 23. (16.3 damage.)
  2135.  
  2136. 1.2.0:
  2137.  
  2138. Maximum damage (Salmon Run): 32 -> 40
  2139. Minimum damage (Salmon Run): 30 -> 35
  2140. -Damage lost per frame (Salmon Run): 0.125 -> 0.3125
  2141.  
  2142. 1.3.0:
  2143.  
  2144. L-3 Nozzlenose special cost: 180 -> 170
  2145.  
  2146. 1.4.0:
  2147.  
  2148. L-3 Nozzlenose special cost: 170 -> 180
  2149. Added parameter:
  2150. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
  2151.  
  2152. 2.3.0:
  2153.  
  2154. Initial bullet velocity: 22 -> 27.5
  2155. Frames bullet flies straight through the air: 5 -> 4
  2156. Frame before bullet damage starts to decrease: 9 -> 8
  2157. Frame where bullet hits minimum damage: 25 -> 24
  2158. -Becomes a 5 shot splat on frame 14 -> 13.
  2159. -Becomes a 6 shot splat on frame 19 -> 18.
  2160. -Becomes a 7 shot splat on frame 23 -> 22.
  2161. Added parameters:
  2162. -Low droplet height: 30 units (Does not change anything in this patch.)
  2163. -High droplet height: 100 units (Does not change anything in this patch.)
  2164. -Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  2165. -Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  2166. -Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  2167. -Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  2168. -Player collision radius: -1 (Does not change anything in this patch.)
  2169. -Frames to shift firing modes: N/A (Does not change anything in this patch.)
  2170.  
  2171. 3.0.0:
  2172.  
  2173. Shots required to force a near paint droplet: N/A -> 7
  2174. Number of droplet patterns: 10 -> 15
  2175.  
  2176. Current Properties:
  2177.  
  2178. Weight class: Medium
  2179. Movement speed: 0.72 units per frame
  2180. Shoots automatically: Yes
  2181. Triple shot: Yes
  2182. Frames to shift firing modes: N/A
  2183. Frames between shots: 4 frames
  2184. Frames between triple shots: 8 frames
  2185. Bullet radius: 2 units
  2186. Ink cost: 1% per shot
  2187. Ink cost (Salmon Run): 1% per shot
  2188. Ink recovery cooldown: 25 frames
  2189. Maximum damage: 29
  2190. Minimum damage: 14.5
  2191. Maximum damage (Salmon Run): 45
  2192. Minimum damage (Salmon Run): 35
  2193. Frame before bullet damage starts to decrease: 8
  2194. Frame where bullet hits minimum damage: 24
  2195. -Standard multiplayer statistics:
  2196. --Loses 0.90625 damage per frame.
  2197. --Becomes a 5 shot splat on frame 13. (24.5 damage.)
  2198. --Becomes a 6 shot splat on frame 18. (19.9 damage.)
  2199. --Becomes a 7 shot splat on frame 22. (16.3 damage.)
  2200. -Loses 0.3125 damage per frame in in Salmon Run.
  2201. Shot deviation angle while on the ground: 1 degree
  2202. Shot deviation angle while jumping: 6 degrees
  2203. Minimum frequency at which bullets shoot towards the outer reticle: 1%
  2204. Maximum frequency at which bullets shoot towards the outer reticle: 25%
  2205. Frequency at which bullets shoot towards the outer reticle while jumping: 40%
  2206. Frame after jumping where outer reticle starts shrinking: 25
  2207. Frame after jumping where outer reticle finishes shrinking: 70
  2208. Shot RNG increase per shot: 1%
  2209. -Reaches maximum frequency in 24 shots.
  2210. Shot RNG reduction per frame: 0.5%
  2211. -Reaches minimum frequency when on the ground in 48 frames.
  2212. -Reaches minimum frequency after jumping in 78 frames.
  2213. Initial bullet velocity: Travels 27.5 units per frame
  2214. Frames bullet flies with initial bullet velocity: 4 frames
  2215. Bullet velocity after flying straight: Travels 15.68 units per frame
  2216. -Effective range: 110 units.
  2217. Knockback: 0 units
  2218. Distance between droplets: 120 units
  2219. Droplet rate: 1.5
  2220. Number of droplet patterns: 15
  2221. Near droplet paint distance: 11 units
  2222. Near droplet paint radius: 19.5 units
  2223. Far droplet paint distance: 200 units
  2224. Far droplet paint radius: 19.5 units
  2225. Droplet paint radius: 15.5 units
  2226. Shots required to force a near paint droplet: 7
  2227. Width of near paint droplets: 14 units
  2228. Low droplet height: 30 units (Does not change anything in this patch.)
  2229. High droplet height: 100 units (Does not change anything in this patch.)
  2230. Maximum droplet height radius multiplier: 1.2 (Does not change anything in this patch.)
  2231. Minimum droplet height radius multiplier: 1 (Does not change anything in this patch.)
  2232. Maximum droplet height radius multiplier for near droplets: 1.4 (Does not change anything in this patch.)
  2233. Minimum droplet height radius multiplier for near droplets: 1.2 (Does not change anything in this patch.)
  2234. Droplet collision radius: 1.5 units
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