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How Damage Up and Defense Up affect each weapon

How Damage Up and Defense Up affect each weapon

Introduction
Gear is a pretty important part of Splatoon. Not only does it allow you to stay looking fresh, but each piece comes with an ability to help you sway the tide of battle. Popular choices among these abilities have always been Defense Up, and possibly more so, Damage Up, and I can see why. It feels good to know that each shot you land is weakening your opponent just a little bit more than normal, and in a one-on-one with an enemy squid, Damage Up makes sure they're easier to splat. Right? How do you know it’s really helping with that particular weapon? This was a question I found myself asking a lot, so I did some testing to figure out how attacking enemies with various defense levels varies with different attack levels and weapons.

Weapons
The test really only applies to Shooters, as Chargers and Rollers can both kill anyone in one hit anyways, so the Shooters were the only ones I tested. I also paired all weapons with the same main gun together (.52 Gal, .52 Gal Deco, etc.) because the stats are the exact same across them. I tested all of the Blasters as well, but I realized the data doesn't work exactly same way for them. They have a lot more variables, such as blast radius, distance, burst power and so on, so for the time being, I've left their data out until I can do more testing.

Important Information
The thing with these guns is, even if it does more damage, it really doesn't help unless it decreases the number of times you have to shoot someone to kill them. Even if you bring them to just an inch of their life, if you still need one more shot to finish them off, then it will take you just as long to kill them as it would have without the Damage Up ability. Now, there are a billion different ways a battle can go. The Damage Up ability may be able to lower the number of shots it takes in a lot of different situations where your enemy is a bit weaker than normal, like if they took a few steps in enemy ink, or your buddy landed a stray shot on their back. Damage Up may just give you the extra punch you need to finish them off in one less shot, but I'm more interested in the straight up attack aspect of it, like when jumping a full health enemy from behind will let me take them out with fewer shots. I've found that most squids I attack in battles are at full health anyways, so this is really what's useful to me. No attack buff will ever be useless to you, it may give you the extra punch you need to take out a weakened squid, but for the purposes of this test, if it doesn't lower the number of shots required, it doesn't make a difference.

Testing Summary
I did the testing by first, equipping myself with gear that had no Damage Up abilities, main or sub, and counting the number of shots it took to splat the inflatable squid in the testing range. I tested every splatter gun (not including their own spin offs) on a regular squid, and each of three the ones with a defense buff. I would carefully tap the trigger, so only one shot escaped the nozzle, and counted how many shots it took to kill each of the four inflatable squid. When I finished, I swapped out a piece of gear for one with Damage Up as the main ability, and no Damage Up in the sub abilities, just to make sure all variables were eliminated. I repeated this until I had tested them all with three Damage Ups, and kept all the data recorded.

Results
Find your favorite weapon below and take a look. I called Damage Up "Attack" in this part just to make it easier to look at. For those of you interested in the raw data, take a look a this spoiler, where the number in a box is the number of shots it took to kill the inflatable squid. If the raw data looks boring to you, I summarized each weapon's data underneath the spoiler.
image.jpg

DISCLAIMER! All of this data involves attacking a squid at full health! When I say something won't make a difference or won't help, I'm only referring to when you are fighting a squid with full health, which is not always the case in a real battle!
Splattershot Jr.: 1 Attack will let you take out a squid with 3 Def. in one less hit. 2 and 3 Attack won't make a difference past that.

Splattershot: 1 Attack will let you take out a squid with 2 or 3 Def. in one less hit. 2 and 3 Attack won't make a difference past that.

Splattershot Pro: No amount of Attack buffs will ever help. Your opponent will always take 3 hits to kill.

Aerospray: No amount of Attack buffs will ever help. Your opponent will always take 5 hits to kill.

Jet Squelcher: No amount of Attack buffs will ever help. Your opponent will always take 4 hits to kill.

Dual Squelcher: 1 Attack will let you take out a squid with 3 Def. in one less hit. 2 and 3 Attack won't make a difference past that.

.52 Gal: 1 Attack will let you take out a squid with 1 Def. in 2 hits. 2 Attack will let you take out a squid with any defense in 2 hits. 3 Attack doesn't make a difference past that, despite my wishes to be able to kill a 0 defense squid in only one hit...

.96 Gal: No amount of Attack buffs will ever help. Your opponent will always take 2 hits to kill.

N-Zap: 1 Attack will let you take out a squid with 3 defense in one less hit. 2 and 3 Attack won't make a difference past that.

Splash-o-matic: 1 Attack will let you take out a squid with 1 Def. in one less hit. 2 Attack will let you take out a squid with any Def. in one less hit. 3 Attack won't make a difference past that.

Sploosh-o-matic: 1 Attack will let you take out a squid with 3 Def. in one less hit. 2 and 3 Attack won't make a difference past that.

L-3 Nozzlenose: No amount of Attack buffs will ever help. Your opponent will always take 4 hits to kill (two trigger pulls).

I was surprised by some of this stuff! Like the fact that having all three slots as Attack won't ever decrease the number of hits it takes to kill someone at full health. For the most part, Damage Up only seems to be to counter Defense Up, as even with three Damage Up, it never lowered the number of shots it took to kill a squid with 0 Def., and because I don't see too many people with Defense Up in all three slots, Damage Up for most of these weapons is less helpful than I thought it was. I can really only see it making a big difference for the .52 Gal and Splash-o-matic. Anyways, I learned a lot from this experiment and I hope you did too. This was my first guide so, tell me what you thought of it in a review, and don't forget to stay fresh and game on.
Author
NiteHood
Views
553
First release
Last update
Rating
3.63 star(s) 8 ratings

Latest updates

  1. A little better now

    I took some advice from the reviews and reworded some of my paragraphs. I also added the raw...

Latest reviews

Great guide, the raw data table of yours is an excellent resource. :)
I think the Raw Data is the shining point in this; if you would do that kind of thing for the rest of the weapons in the game (such as Roller flicks, Sloosher sprays, the like) you would be golden. Even as it is, it's helpful; I plan to throw a link to this in one of my guides because of that Raw Data section.
You did a nice job, and I can see you worked hard, but it isn't clear wether this analyzes secondary buffs or primary buffs. For example, 1 primary defense buff is much more effective than one secondary defense buff


Ja Feel Me?
This is an okay guide, however stating that it doesn't affect Chargers and Rollers isn't quite accurate. Damage Up essentially lowers the required charge you need as a Charger to one-hit splat someone, allowing for much more aggressive play, and that Damage Up can help with the Dynamo Roller as it helps its splash damage be more consistent, allowing for more splats more often. If you included this info (along with Blasters and the Slosher), I'd easily give it 5 stars. Also, everything that WrongShoe said.
You did a nice job collecting the info. I'd give you 3 stars if you only included this info, but there are some weapons missing (blasters and bucket specifically) and also misinformation in saying that damage up isn't useful just because it doesn't reduce the time to kill.

There are two situations that damage up are useful. After the straight frames end there is damage fall off towards the end of your range. Damage up effectively increases your range. Also in firefights it's pretty common for squids to not be at full health. Having a bit of damage up can reduce the number of hits needed in this situation.

On blasters, damage up increases the radius of the one hit kill, so you can be a little less accurate.

On buckets, there is a lot of damage fall off when attacking from a high point. Damage up will help keep the bucket at a 2 hit kill.

It's good info, so if you fix those issues I'd give you another star or 2. If you did some squid science on the damage fall off for all the guns, I'd give you 5.
NiteHood
NiteHood
Okay, thanks for the constructive criticism. I actually tested all of the Blasters, but I decided it wasn't so straight forward with them, because a number of other things affect how a Blaster works (like you said, blast radius, range, etc.) and decided to leave out their data at the last minute. I'll see if I can come up with a better way to test them. Tell me if you get a good idea how to do it.
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