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Pro Squid
- Joined
- May 14, 2015
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- 140
I came up with this by referencing the ability data mined from Splatoon. I don't know how many of you are familiar but there are .params files for abilities that give a high, medium, and low score associated with each of the 13 stackable abilities defining their effects. Because most testers haven't referenced these data, they haven't known what to look for. I was able to gather the information required to crack this by looking over the data gathered by Nintendome and Soul Train, reinterpreting their results to be in line with the data mined from the game. I also performed my own tests on Damage Up and Quick Super Jump. I haven't tested this in depth myself but based on what I've seen so far, I'm convinced that it is correct or at least a major part of the actual solution.
With all that out of the way, here's how it works. This applies to the 13 stackable abilities.
-Each Main ability is worth 10 points.
-Each Sub ability is worth 3 points.
-Each ability has a minimum and maximum effect corresponding with 0 and 60 points.
-The number of ability points you have equipped determines where you fall between the minimum and maximum. We calculate this as a percentage to the maximum effect from the minimum effect.
-To calculate the percentage, calculate the following:
Effect = 2*(Ability/60) - (Ability/60)^2
And that's basically it. My own measurements didn't match this function exactly but considering how simple this is and how close it gets you to the answer, I'm willing to believe that the difference is due to a combination of measurement error on my part and possible rounding/truncation performed by the game's code on the result.
Later I will include interpretations for each of the 13 abilities. I've been working on this for a while and I wanted to share as soon as I had something real to present. Attached is a graph of these calculations against my Damage Up testing data. It's not perfect but for something so simple, it's too close for me to ignore. I compared to as many data sources as I could find but I was able to be most specific about the Damage Up ability.
More Details
With all that out of the way, here's how it works. This applies to the 13 stackable abilities.
-Each Main ability is worth 10 points.
-Each Sub ability is worth 3 points.
-Each ability has a minimum and maximum effect corresponding with 0 and 60 points.
-The number of ability points you have equipped determines where you fall between the minimum and maximum. We calculate this as a percentage to the maximum effect from the minimum effect.
-To calculate the percentage, calculate the following:
Effect = 2*(Ability/60) - (Ability/60)^2
And that's basically it. My own measurements didn't match this function exactly but considering how simple this is and how close it gets you to the answer, I'm willing to believe that the difference is due to a combination of measurement error on my part and possible rounding/truncation performed by the game's code on the result.
Later I will include interpretations for each of the 13 abilities. I've been working on this for a while and I wanted to share as soon as I had something real to present. Attached is a graph of these calculations against my Damage Up testing data. It's not perfect but for something so simple, it's too close for me to ignore. I compared to as many data sources as I could find but I was able to be most specific about the Damage Up ability.
More Details
The following are the minimum and maximum values for each ability data mined from the game. I did some rounding since some of the values are stored as X.X999999. In addition to low and high values, there are also medium values that are exactly halfway between the low and high values. Since they don't provide any more information, I didn't use them.
Attack_Up
- WeaponRt_Attack_Low = 0.0
- WeaponRt_Attack_High = 0.3
Bomb_Distance
- BombThrow_VelZ_Low = 2.8
- BombThrow_VelZ_High = 4.2
DamageRecovery_Up
- RecoverStopFrm_HP_Low = 45
- RecoverStopFrm_HP_High = 45
- RecoverFullFrm_HP_Low = 480
- RecoverFullFrm_HP_High = 480
Defence_Up
- WeaponRt_Defence_Low = 0.0
- WeaponRt_Defence_High = 0.166667
HumanMove_Up
- MoveVel_Human_Low = 0.96
- MoveVel_Human_High = 1.44
InkRecovery_Up
- RecoverFullFrm_Ink_Low = 180
- RecoverFullFrm_Ink_High =108
JumpTime_Save
- DokanWarp_TameFrm_Low = 60
- DokanWarp_TameFrm_High = 30
- DokanWarp_MoveFrm_Low = 240
- DokanWarp_MoveFrm_High = 120
MainInk_Save
- ConsumeRt_Main_Low = 1.0
- ConsumeRt_Main_High = 0.6
RespawnSpecialGauge_Save
- SpecialRt_Restart_Low = 0.5
- SpecialRt_Restart_High = 1.0
RespawnTime_Save
- Dying_AroudFrm_Low = 90
- Dying_AroudFrm_High = 30
- Dying_ChaseFrm_Low = 270
- Dying_ChaseFrm_High = 90
SpecialIncrease_Up
- SpecialRt_Charge_Low = 1.0
- SpecialRt_Charge_High = 1.3
SpecialTime_Up
- SpecialRt_Keep_Low = 1.0
- SpecialRt_Keep_High = 1.4
SquidMove_Up
- MoveVel_Stealth_Low = 1.92
- MoveVel_Stealth_High = 2.40
SubInk_Save
- ConsumeRt_Sub_Low = 1.00
- ConsumeRt_Sub_High = 0.75
I condensed Quick Respawn and Quick Super Jump to one value for ease of posting. For Quick Super Jump, the data suggests there are 60 frames until you jump and you can save 30 of them using abilities. This was one of the ones I tested frame-by-frame and I found it hard to tell when the game thinks the jump actually starts. That's why I measured it in frames saved rather than frames for a jump.
There's also DamageRecovery_Up which is not an ability but probably planned as one. I haven't tested much about damage recovery but I wonder if the base measurements are meaningful.
Attack_Up
- WeaponRt_Attack_Low = 0.0
- WeaponRt_Attack_High = 0.3
Bomb_Distance
- BombThrow_VelZ_Low = 2.8
- BombThrow_VelZ_High = 4.2
DamageRecovery_Up
- RecoverStopFrm_HP_Low = 45
- RecoverStopFrm_HP_High = 45
- RecoverFullFrm_HP_Low = 480
- RecoverFullFrm_HP_High = 480
Defence_Up
- WeaponRt_Defence_Low = 0.0
- WeaponRt_Defence_High = 0.166667
HumanMove_Up
- MoveVel_Human_Low = 0.96
- MoveVel_Human_High = 1.44
InkRecovery_Up
- RecoverFullFrm_Ink_Low = 180
- RecoverFullFrm_Ink_High =108
JumpTime_Save
- DokanWarp_TameFrm_Low = 60
- DokanWarp_TameFrm_High = 30
- DokanWarp_MoveFrm_Low = 240
- DokanWarp_MoveFrm_High = 120
MainInk_Save
- ConsumeRt_Main_Low = 1.0
- ConsumeRt_Main_High = 0.6
RespawnSpecialGauge_Save
- SpecialRt_Restart_Low = 0.5
- SpecialRt_Restart_High = 1.0
RespawnTime_Save
- Dying_AroudFrm_Low = 90
- Dying_AroudFrm_High = 30
- Dying_ChaseFrm_Low = 270
- Dying_ChaseFrm_High = 90
SpecialIncrease_Up
- SpecialRt_Charge_Low = 1.0
- SpecialRt_Charge_High = 1.3
SpecialTime_Up
- SpecialRt_Keep_Low = 1.0
- SpecialRt_Keep_High = 1.4
SquidMove_Up
- MoveVel_Stealth_Low = 1.92
- MoveVel_Stealth_High = 2.40
SubInk_Save
- ConsumeRt_Sub_Low = 1.00
- ConsumeRt_Sub_High = 0.75
I condensed Quick Respawn and Quick Super Jump to one value for ease of posting. For Quick Super Jump, the data suggests there are 60 frames until you jump and you can save 30 of them using abilities. This was one of the ones I tested frame-by-frame and I found it hard to tell when the game thinks the jump actually starts. That's why I measured it in frames saved rather than frames for a jump.
There's also DamageRecovery_Up which is not an ability but probably planned as one. I haven't tested much about damage recovery but I wonder if the base measurements are meaningful.
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