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# Splatoon 2 Shooter Data and Changes (3.1.0)

DrFetus Jun 7th, 2018 (edited) 999 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
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
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
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.
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
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)
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.
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
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.
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
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
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
1532. -Shots required to force a near paint droplet: N/A (Does not change anything in this patch.)
1533.
1534. 3.1.0:
1535.
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
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
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
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
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.
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
RAW Paste Data
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