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Inkster Jr.
- Joined
- Nov 22, 2015
- Messages
- 16
I've been doing a bit of research into the effects of abilities, since I've been finding it hard to get solid information on them. I initially posted this on GFaqs, but figured it might help get it well known more quickly if I post it here.
A general disclaimer: A lot of this is based on recordings made from gameplay, or from YT videos, which isn't always the easiest thing to test accurately - YT videos are not always super rigorous method wise, and I can't frame advance them to do things as accurately as I'd like, and I can't record my own gameplay. So there might be a bit of inaccuracy here and there, especially in specific numbers.
General
It seems like either roughly or exactly the same formula is used from Splatoon 1 for diminishing returns and the effectiveness of main and sub abilties. 1 main = 10 pts, 1 sub = 3 pts, so 1 main is very slightly better than 3 sub abilities.
The formula that I can find for Splatoon 1 is:
Total effect = (0.99 * pts - (0.9 * pts)^2) / (30 / Max)
Where pts is again your points out of 57, and Max is roughly the max effect an ability can give - although that (30/Max) term does actually vary a little, occasionally.
Generally when I want to calculate things quickly, I use an approximation formula, which is a lot easier and quicker to use mentally or just by plugging numbers quickly in a calculator:
Total effect = Max * (1 - ((60 - pts) / 60)^2
If you don't really want to remember or use ANY formulas, or you hate Maths, a few good benchmark figures to remember are: 1 main gives you 30% of the max. 3 mains gives you 75% (three quarters) of the max. So e.g. if Run Speed gives a max of +50%, 1 main gives you about +15%, 3 mains gives you about +37.5%. Speaking of...
Run Speed Up
Run Speed has a max of +50% in general, but while shooting a max of +25% is used instead. So while shooting, Run Speed has a considerably smaller effect on your movement speed. This is particularly notable with e.g. the N-Zap - you move at ~85% normal speed while shooting with no run speed up, but with 3 mains it's down to more like 74% of normal speed - 85% for shooting, 119% from Run Speed Up, compared to the normal 137% from Run Speed Up.
Swim Speed Up
It's hard for me to test this one accurately since there's not really any super long straight area I can test it in, but I think it's been nerfed considerably. In Splatoon 1 the max was 25%, but my testing here is suggesting the max in Splatoon 2 is more like ~17%. Basically, Swim Speed is much less effective now.
Last Ditch Effort
Activates in ranked when the score is below 30 points, as well as in the last 30 seconds of all games.
LDE's effect has also been buffed.
Main weapon: 25% less ink (can use for 33% longer)
Sub weapon: 15-17% less ink (can use for 17-20% longer)
Ink recovery rate: ~33-40% faster (can recover ink in ~70-75% of the time)
Note that the above are approximate, especially for Ink recovery rate. It's hard to test these things accurately sadly without directly videoing for Ink Recovery.
Also note that these DO NOT count towards the diminishing returns of the respective ink efficiency abilities. They're separate multipliers on top. For example, the Splattershot Pro gets 50 shots normally, and 66 with LDE active, +33%. With 2 mains and 3 subs of Ink Saver Main, it gets 78 shorts normally, and 105 with LDE active - again, that's +33%. I'm not entirely sure if this is a change from Splatoon 1 or not, but this is how it works in Splatoon 2 regardless.
Special Charge Up
Seems to be unchanged from Splatoon 1. At max, it makes your special meter increase 30% faster, which functionally means it will fill in from 23% less turf inked.
Ink Saver (Main)
Seems to have been buffed slightly. I think at max it's now a 50% reduction instead of 45%.
Ink Saver (Sub)
Doesn't seem to have changed. Still a max 35% reduction. Kind of a shame given it was already the weaker of the two Ink Saver abilities in general.
Ink Resistance Up
Base movement speed while in enemy Ink is increased by up to ~50% of normal walking speed, from a base of ~20% normal speed. Note that these numbers are still VERY approximate, but this is at the very least roughly how it works.
Formula is:
Move speed = 0.2 + (0.99 * pts - (0.09 * pts)^2) / 60.
I haven't tested the interaction with Run Speed Up, that's definitely something to do later. Also, the above percentages are VERY approximate at this point, and I haven't tested the damage taken reduction either.
Quick Respawn
Time reduction wise, it seems to be identical to Splatoon 1 Quick Respawn. Reduces respawn time by a max of 4 seconds. Activates only if you have died twice or more since you last got a kill. If you trade but land the killing blow after dying, that counts as the kill happening after death, so it will trigger quick respawn on the current respawn (assuming you got no kills in the last two lives), and cause it to not activate the next time you die.
This is all that I've tested so far. I hope it's in some way useful. I have seen one person claim abilities were already data mined, and if that's the case, this isn't very useful I suppose, but if not... well, here's some info on abilities for you.
A general disclaimer: A lot of this is based on recordings made from gameplay, or from YT videos, which isn't always the easiest thing to test accurately - YT videos are not always super rigorous method wise, and I can't frame advance them to do things as accurately as I'd like, and I can't record my own gameplay. So there might be a bit of inaccuracy here and there, especially in specific numbers.
General
It seems like either roughly or exactly the same formula is used from Splatoon 1 for diminishing returns and the effectiveness of main and sub abilties. 1 main = 10 pts, 1 sub = 3 pts, so 1 main is very slightly better than 3 sub abilities.
The formula that I can find for Splatoon 1 is:
Total effect = (0.99 * pts - (0.9 * pts)^2) / (30 / Max)
Where pts is again your points out of 57, and Max is roughly the max effect an ability can give - although that (30/Max) term does actually vary a little, occasionally.
Generally when I want to calculate things quickly, I use an approximation formula, which is a lot easier and quicker to use mentally or just by plugging numbers quickly in a calculator:
Total effect = Max * (1 - ((60 - pts) / 60)^2
If you don't really want to remember or use ANY formulas, or you hate Maths, a few good benchmark figures to remember are: 1 main gives you 30% of the max. 3 mains gives you 75% (three quarters) of the max. So e.g. if Run Speed gives a max of +50%, 1 main gives you about +15%, 3 mains gives you about +37.5%. Speaking of...
Run Speed Up
Run Speed has a max of +50% in general, but while shooting a max of +25% is used instead. So while shooting, Run Speed has a considerably smaller effect on your movement speed. This is particularly notable with e.g. the N-Zap - you move at ~85% normal speed while shooting with no run speed up, but with 3 mains it's down to more like 74% of normal speed - 85% for shooting, 119% from Run Speed Up, compared to the normal 137% from Run Speed Up.
Swim Speed Up
It's hard for me to test this one accurately since there's not really any super long straight area I can test it in, but I think it's been nerfed considerably. In Splatoon 1 the max was 25%, but my testing here is suggesting the max in Splatoon 2 is more like ~17%. Basically, Swim Speed is much less effective now.
Last Ditch Effort
Activates in ranked when the score is below 30 points, as well as in the last 30 seconds of all games.
LDE's effect has also been buffed.
Main weapon: 25% less ink (can use for 33% longer)
Sub weapon: 15-17% less ink (can use for 17-20% longer)
Ink recovery rate: ~33-40% faster (can recover ink in ~70-75% of the time)
Note that the above are approximate, especially for Ink recovery rate. It's hard to test these things accurately sadly without directly videoing for Ink Recovery.
Also note that these DO NOT count towards the diminishing returns of the respective ink efficiency abilities. They're separate multipliers on top. For example, the Splattershot Pro gets 50 shots normally, and 66 with LDE active, +33%. With 2 mains and 3 subs of Ink Saver Main, it gets 78 shorts normally, and 105 with LDE active - again, that's +33%. I'm not entirely sure if this is a change from Splatoon 1 or not, but this is how it works in Splatoon 2 regardless.
Special Charge Up
Seems to be unchanged from Splatoon 1. At max, it makes your special meter increase 30% faster, which functionally means it will fill in from 23% less turf inked.
Ink Saver (Main)
Seems to have been buffed slightly. I think at max it's now a 50% reduction instead of 45%.
Ink Saver (Sub)
Doesn't seem to have changed. Still a max 35% reduction. Kind of a shame given it was already the weaker of the two Ink Saver abilities in general.
Ink Resistance Up
Base movement speed while in enemy Ink is increased by up to ~50% of normal walking speed, from a base of ~20% normal speed. Note that these numbers are still VERY approximate, but this is at the very least roughly how it works.
Formula is:
Move speed = 0.2 + (0.99 * pts - (0.09 * pts)^2) / 60.
I haven't tested the interaction with Run Speed Up, that's definitely something to do later. Also, the above percentages are VERY approximate at this point, and I haven't tested the damage taken reduction either.
Quick Respawn
Time reduction wise, it seems to be identical to Splatoon 1 Quick Respawn. Reduces respawn time by a max of 4 seconds. Activates only if you have died twice or more since you last got a kill. If you trade but land the killing blow after dying, that counts as the kill happening after death, so it will trigger quick respawn on the current respawn (assuming you got no kills in the last two lives), and cause it to not activate the next time you die.
This is all that I've tested so far. I hope it's in some way useful. I have seen one person claim abilities were already data mined, and if that's the case, this isn't very useful I suppose, but if not... well, here's some info on abilities for you.