Yup, I was wondering the same thing already, too. Same goes for "fire rate up". Range up would be great for chargers, too. I'd like a way to counter these scope chargers without switching to E-Liter...Thanks for that piece of info. Im surprised a Range Up perk isnt a thing tbh; seems like it would fit in perfectly in this game.
The Prima Guide says up to 66% on Quick Respawn so it would be 2 seconds + 3 from the respawn animation totaling 5 seconds since it only reduces the splat camera. 3 Main Ability seems to cover that.Any info found yet on the cap for Quick Respawn? That would really help me a lot.
I used this calculator https://splatoon-calculator.herokuapp.com/ and found that if you have 2 mains and 9 subs it reduces the splat cam time to .02, if there is no cap that would be insane because you could skip the splat cam almost instantly, that is why I want to know if there is a cap.The Prima Guide says up to 66% on Quick Respawn so it would be 2 seconds + 3 from the respawn animation totaling 5 seconds since it only reduces the splat camera. 3 Main Ability seems to cover that.
My only concern is that at 0 Ability the respawn timer should start at 6 but it appears to start at 5. How subs factor into this I don't know. If it caps at 3 main then having subs is useless if you go that route. Doesn't follow the same diminishing returns stuff like SpChUp and DamUp it seems.
The splat cam normally takes exactly 6 seconds, and the cap is 2 seconds. Nothing will change the actual respawn animation after the splat cam ends.I used this calculator https://splatoon-calculator.herokuapp.com/ and found that if you have 2 mains and 9 subs it reduces the splat cam time to .02, if there is no cap that would be insane because you could skip the splat cam almost instantly, that is why I want to know if there is a cap.
I already know that, I have the guide. Like I said I used 2 mains and 9 subs making the time 3.02, that calculator seems to be counting the total respawn time but I know you can't go under 3 seconds, i'm saying with the 2 mains and the subs it makes it almost skip the spat cam instantly.The splat cam normally takes exactly 6 seconds, and the cap is 2 seconds. Nothing will change the actual respawn animation after the splat cam ends.
So even if there was no cap, there's absolutely no way you'd get a respawn time of 2.17 like that calculator says is possible.
i feel like range up and fire rate up would throw things way out of balance.Yup, I was wondering the same thing already, too. Same goes for "fire rate up". Range up would be great for chargers, too. I'd like a way to counter these scope chargers without switching to E-Liter...
Are you looking at the respawn timer at the bottom? That's the splat cam counter so you are probably just seeing it for 2 seconds or so.I already know that, I have the guide. Like I said I used 2 mains and 9 subs making the time 3.02, that calculator seems to be counting the total respawn time but I know you can't go under 3 seconds, i'm saying with the 2 mains and the subs it makes it almost skip the spat cam instantly.
I'm saying the guide says the animation time is 3 seconds, so you can't go under that, I want to know the cap because otherwise if there wasn't one you could get enough quick respawn to eliminate the splat cam completely, only having to wait for the animation itself.Are you looking at the respawn timer at the bottom? That's the splat cam counter so you are probably just seeing it for 2 seconds or so.
Cap is 3s respawn animation and 2s slat cam no matter how much you stackI'm saying the guide says the animation time is 3 seconds, so you can't go under that, I want to know the cap because otherwise if there wasn't one you could get enough quick respawn to eliminate the splat cam completely, only having to wait for the animation itself.
How do you know this? If you are getting this information from the guide book it says "If stacked with 3 mains" it doesn't mention whatsoever having subs or if that is the cap.Cap is 3s respawn animation and 2s slat cam no matter how much you stack
Because it specifically states it caps at 66% reduction. When you reduce 6 by 66% you are left with 2.How do you know this? If you are getting this information from the guide book it says "If stacked with 3 mains" it doesn't mention whatsoever having subs or if that is the cap.
Hmm, ok thanks.Because it specifically states it caps at 66% reduction. When you reduce 6 by 66% you are left with 2.
There's also the datamined stat values:How do you know this? If you are getting this information from the guide book it says "If stacked with 3 mains" it doesn't mention whatsoever having subs or if that is the cap.