How Damage Up and Defense Up affect each weapon

How Damage Up and Defense Up affect each weapon

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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