It doesn't matter whether the sub abilities are on the same gear or spread across different gears. So to answer your question, you would still receive a +15% boost.Hey, great thread.
I have a specific question about diminishing returns (DR), regarding Subs.
Is there a DR if you spread 3 subs across the gear? (and if you have no main ability of that kind)
1 sub Run speed (Head)
1 sub Run speed (Body)
1 sub Run speed (Shoes)
This means they are not on the same gear and maybe provide 22.5% Run speed in that case.
I'll add this information to the "good to know"-section.
Your work is accurate. This information is available on the Splatoon Guidebook.This is quite useful. However, I don't believe that the damage statistics are completely correct. From what I've tested, I believe that damage boosts caps are different for each gun, to prevent them from splatting in any fewer hits than the default. For example, the Splattershot Pro normally splats in three hits, and no matter how many damage boosts are on it, I haven't been able to increase its damage above 49.9. I haven't done extensive testing on this myself (just with the Splattershot Pro and the Dual Squelcher), but I think I've seen it confirmed by others somewhere on the forum.
Another point, which could stand more testing, is that regardless of what percents damage and defense boosts increase/decrease damage by, it seems that equal numbers of each boost cancel each other.
For example, one damage boost on the attacker and one defense boost on the defender will cause shots to deal normal damage, while 2 damage boosts and 1 defense would cause a net gain of 1 undiminished damage boost.
As I said, this could use more extensive testing, but from what I've done so far, this seems accurate.
Thank you for all your work on this!
There is a cap on Damage Up that prevents weapons from reducing the amount of hits they need to kill. This means .96 Gal will always kill in 2 hits and so on.
This is why Damage Up is only useful for:
- weapons with blast damage (bombs, blasters, roller flicking, etc)
- when your ink has already reached its peak and started falling down (ink does lower damage after that happens)
- negating defense up
- weapons that are in the "lower values" of the damage range (each individual shot will be stronger, even though you still require the same amount of hits to kill).
Previously I had written the same values for Damage Up and Defense Up, because it is generally considered that the boosts negate each other in practice. Meaning that even though 1x Damage Up gives 4% more damage than 1x Defense Up gives defense, that amount is not enough to make any difference in practise.
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