ϛ(°³°)/`
Inkling Commander
- Joined
- Sep 5, 2015
- Messages
- 445
Oh my glob, I made an actual discussion topic. TL;DR - Does anyone have a rough idea how long opponents typically stand in bad ink while maneuvering the battlefield? I'm trying to plan out how many damage ups are necessary for different weapons.
I'm a fan of stacking Damage Up for a number of different weapons to potentially reduce the shots to kill, given the enemy has been mucking around in bad ink in the last second or so. It works extremely well for Rapid Blasters and fairly well for Jets and Splattershot Pros, but I'd also like to test it out with Nozzlenoses, N-Zaps, Dual Squelcher, all sorts of shooters really. Securing reliable splats with the L3 with only one trigger pull sounds beautiful to me.
I understand that the damage from touching bad ink begins immediately, on the first frame, but the question is simply this: in an ordinary encounter, how many frames do you think people are in contact with this ink?
ex. If a frame comes out at 1/60 of a second, and people take 30 damage per second (12 with ink resistance), the minimum damage they can take in a single frame is 0.5 (or 0.2). If they're in this ink for several frames however, they may take more damage. Let's say... 1.5 damage for 3 frames and no ink resistance? That means in order to secure a 1 hit KO with a rapid blaster I would only need 2 mains and 4 subs for +23.5% extra damage (80×1.235=98.8). If i were looking for 99.9 damage though, I could go with 2 mains and 5 subs, or 3 mains and 2 subs. This is a dramatic increase and obviously restricts the other utility abilities I can choose from; this becomes a question of optimization.
What pre-damaged state should I plan for on close range weapons like Tentatek, Sploosh/Splash, N-Zap, etc?
I'm a fan of stacking Damage Up for a number of different weapons to potentially reduce the shots to kill, given the enemy has been mucking around in bad ink in the last second or so. It works extremely well for Rapid Blasters and fairly well for Jets and Splattershot Pros, but I'd also like to test it out with Nozzlenoses, N-Zaps, Dual Squelcher, all sorts of shooters really. Securing reliable splats with the L3 with only one trigger pull sounds beautiful to me.
I understand that the damage from touching bad ink begins immediately, on the first frame, but the question is simply this: in an ordinary encounter, how many frames do you think people are in contact with this ink?
ex. If a frame comes out at 1/60 of a second, and people take 30 damage per second (12 with ink resistance), the minimum damage they can take in a single frame is 0.5 (or 0.2). If they're in this ink for several frames however, they may take more damage. Let's say... 1.5 damage for 3 frames and no ink resistance? That means in order to secure a 1 hit KO with a rapid blaster I would only need 2 mains and 4 subs for +23.5% extra damage (80×1.235=98.8). If i were looking for 99.9 damage though, I could go with 2 mains and 5 subs, or 3 mains and 2 subs. This is a dramatic increase and obviously restricts the other utility abilities I can choose from; this becomes a question of optimization.
What pre-damaged state should I plan for on close range weapons like Tentatek, Sploosh/Splash, N-Zap, etc?