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Hard data: Gear abilities percentual effects!

Hinichii.ez.™

Is Splatoon an E-Sport or just a meme?
Joined
May 13, 2015
Messages
550
I assume I'd just put motion controls off so the aim can stay straight, then just run from the test area's start to wall (while firing and not). How do I add timers to videos?
Depends on what you're video editing program of choice is. What are you going to use?
 

Erico9001

Inkster Jr.
Joined
Jun 4, 2015
Messages
29
NNID
Erico9001
I'm going to do some eyeballing tests for ink saver (main) using Classic Squiffer fully charged shots.
-No Ink Saver = 9.5 = 100%
-One main ability = 10.8 = 113.6%
-Two main abilities = 12.2 = 128%
-I don't have three main abilities

-One sub ability = 9.9 = 104%
-Two sub abilities = 10.25 = 107.8%
-Three sub abilities = 10.6 = 111.6%

One main, two sub = 12.6 = 132.6%

Let's double check this, now, with times on how long aerospray RG can fire (again, eyeballing with timer).
No abilities - 13.4s = 100%
1 Ink Saver (main) - 15.18 = 113.2%
2 Ink Saver (main) - 17.13 = 127.8%

1 sub - 14.01s = 104.5%
2 sub - 14.54s = 108.5%
3 sub - 15.08s = 112.5%
Based off these results, the main ability probably adds 14%, while the sub abilities are more like 4% each. I remind that I'm eyeballing this, so the results are not exact. You can expect results sort of around here, though.

Finally, I went ahead and tested something regarding Ink Recovery rate. I wanted to see if Ink Recovery Up improved your standing (not swimming in ink) recovery rate. For this, I tried to see how long it took to fully fill the tank, but it was hard to see when the ink hit the top of the tank. Instead, I threw a sprinkler and watched for how long it took for the tank to refill to the red line on the tank and the red light to turn on - each signifies when the grenade is ready to be thrown again. Here are my times:

7.15s - no recovery ups
7.20s - 3 main abilities are ink recover up

As you can see, the equipment did not affect the recovery rate while simply standing. The .05s is merely because I am not a machine.
 

UnLucky

Semi-Pro Squid
Joined
Jun 9, 2015
Messages
80
@Erico9001 I did the same thing, except with the E-Liter. Your numbers are similar to mine.

I got: 11.8%, 21.7%, and 29.7% for 1, 2, and 3 main abilities. This is in terms of cost reduction, so it's actually 88.2%, 78.3%, and 70.3% ink costs.

The way you have it, it'd be 113.4%, 127.8%, and 142.3% ink efficiency.

The guidebook states the maximum is 60% original cost, so I'm sticking with that notation.
 

Erico9001

Inkster Jr.
Joined
Jun 4, 2015
Messages
29
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Erico9001
Wait, how much defense gear is needed to lower the hit count for .52 gal to kill you? Is it 3 main abilities?
 

UnLucky

Semi-Pro Squid
Joined
Jun 9, 2015
Messages
80
Shoot the test tummies in the training ground. The 1 main Defense Up one doesn't die in two hits. Even assuming no diminishing returns, and that 1 sub is exactly 1/3 of a main, you would still deal 50.2 damage per shot against 2 sub Defense Ups.
 

ndayadn

yeah
Joined
May 2, 2015
Messages
235
Location
MI
NNID
Seabass
Question about abilities like QSJ, for instance. Each individual sub is -5%, and each main is -10%. If you wanted, you could fill 6 sub slots to get -30% instead of 3 main slots to achieve the same, right? Can you mix and match however you like?
 

SquiliamTentacles

Inkling Fleet Admiral
Joined
Jun 24, 2015
Messages
546
NNID
Mr_Squigggles
Question about abilities like QSJ, for instance. Each individual sub is -5%, and each main is -10%. If you wanted, you could fill 6 sub slots to get -30% instead of 3 main slots to achieve the same, right? Can you mix and match however you like?
For abilities with no diminishing returns (like QSJ) stacking sub abilities can be more useful than stacking main ones. However, there is a cap of 3x main +4x sub, which I don't know whether you can exceed the sub limit by not using main abilities, or whether is is a cap of 50% in general.
 

Phobos

Inkling Commander
Joined
Apr 24, 2015
Messages
327
Location
London
Running Speed Up:
  • 1x Main = +15%
  • 2x main = +22.5% (+7.5% stand-alone)
  • 3x Main = +30% (+7.5% stand-alone)
  • 1x Sub = +7.5%
  • 2x Sub = +11.25% (+3.75% stand-alone)
  • 3x Sub = +15% (+3.75% stand-alone)
  • Cap: +50%
  • Amount of abilities to reach cap: 3x main + 5x sub
  • Diminishing returns: Effect halved after the first main/sub ability.
Swim Speed Up:
  • 1x Main = +10%
  • 2x Main = +15% (+5% stand-alone)
  • 3x Main´= +20% (+5% stand-alone)
  • 1x Sub = +5%
  • 2x Sub = +7.5% (+2.5% stand-alone)
  • 3x Sub = 10% (+2.5% stand-alone)
  • Cap: +25%
  • Amount of abilities to reach cap: 3x main + 2x sub
  • Diminishing returns: Effect halved after the first main/sub ability.
I'm not sure if I'm reading this right - for each of these, it seems as if 2 x main will be equivalent to 1 x main + 1x sub (the first sub seems to add as much as the second main)? Or is it that the first sub is also halved if the first main is present?
 

Njok

Bouncer
Joined
Jun 17, 2015
Messages
670
Location
Netherlands
Adding 1 sub to a main will basically make it the 4th sub, so yes it is halved. See the percentage for stand alone.
 

kinetik07

Senior Squid
Joined
Apr 23, 2015
Messages
62
Finally got gear that has 3x main + 3x sub of special saver. I'm still noticeably far from the cap. So either that ability does have diminishing returns or the numbers are wrong.


 

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