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How to Calculate Ability Effects

Discussion in 'Competitive Discussion' started by Box, Sep 23, 2015.

  1. Box

    Box Pro Squid

    Joined:
    May 14, 2015
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    I came up with this by referencing the ability data mined from Splatoon. I don't know how many of you are familiar but there are .params files for abilities that give a high, medium, and low score associated with each of the 13 stackable abilities defining their effects. Because most testers haven't referenced these data, they haven't known what to look for. I was able to gather the information required to crack this by looking over the data gathered by Nintendome and Soul Train, reinterpreting their results to be in line with the data mined from the game. I also performed my own tests on Damage Up and Quick Super Jump. I haven't tested this in depth myself but based on what I've seen so far, I'm convinced that it is correct or at least a major part of the actual solution.


    With all that out of the way, here's how it works. This applies to the 13 stackable abilities.

    -Each Main ability is worth 10 points.
    -Each Sub ability is worth 3 points.
    -Each ability has a minimum and maximum effect corresponding with 0 and 60 points.
    -The number of ability points you have equipped determines where you fall between the minimum and maximum. We calculate this as a percentage to the maximum effect from the minimum effect.
    -To calculate the percentage, calculate the following:

    Effect = 2*(Ability/60) - (Ability/60)^2


    And that's basically it. My own measurements didn't match this function exactly but considering how simple this is and how close it gets you to the answer, I'm willing to believe that the difference is due to a combination of measurement error on my part and possible rounding/truncation performed by the game's code on the result.


    Later I will include interpretations for each of the 13 abilities. I've been working on this for a while and I wanted to share as soon as I had something real to present. Attached is a graph of these calculations against my Damage Up testing data. It's not perfect but for something so simple, it's too close for me to ignore. I compared to as many data sources as I could find but I was able to be most specific about the Damage Up ability.



    More Details
    The following are the minimum and maximum values for each ability data mined from the game. I did some rounding since some of the values are stored as X.X999999. In addition to low and high values, there are also medium values that are exactly halfway between the low and high values. Since they don't provide any more information, I didn't use them.

    Attack_Up :ability_damage:
    - WeaponRt_Attack_Low = 0.0
    - WeaponRt_Attack_High = 0.3

    Bomb_Distance :ability_bombrange:
    - BombThrow_VelZ_Low = 2.8
    - BombThrow_VelZ_High = 4.2

    DamageRecovery_Up :ability_unknown:
    - RecoverStopFrm_HP_Low = 45
    - RecoverStopFrm_HP_High = 45
    - RecoverFullFrm_HP_Low = 480
    - RecoverFullFrm_HP_High = 480

    Defence_Up :ability_defenseup:
    - WeaponRt_Defence_Low = 0.0
    - WeaponRt_Defence_High = 0.166667

    HumanMove_Up :ability_runspeed:
    - MoveVel_Human_Low = 0.96
    - MoveVel_Human_High = 1.44

    InkRecovery_Up :ability_inkrecovery:
    - RecoverFullFrm_Ink_Low = 180
    - RecoverFullFrm_Ink_High =108

    JumpTime_Save :ability_quicksuperjump:
    - DokanWarp_TameFrm_Low = 60
    - DokanWarp_TameFrm_High = 30
    - DokanWarp_MoveFrm_Low = 240
    - DokanWarp_MoveFrm_High = 120

    MainInk_Save :ability_inksavermain:
    - ConsumeRt_Main_Low = 1.0
    - ConsumeRt_Main_High = 0.6

    RespawnSpecialGauge_Save :ability_specialsaver:
    - SpecialRt_Restart_Low = 0.5
    - SpecialRt_Restart_High = 1.0

    RespawnTime_Save :ability_quickrespawn:
    - Dying_AroudFrm_Low = 90
    - Dying_AroudFrm_High = 30
    - Dying_ChaseFrm_Low = 270
    - Dying_ChaseFrm_High = 90

    SpecialIncrease_Up :ability_specialcharge:
    - SpecialRt_Charge_Low = 1.0
    - SpecialRt_Charge_High = 1.3

    SpecialTime_Up :ability_specialduration:
    - SpecialRt_Keep_Low = 1.0
    - SpecialRt_Keep_High = 1.4

    SquidMove_Up :ability_swimspeed:
    - MoveVel_Stealth_Low = 1.92
    - MoveVel_Stealth_High = 2.40

    SubInk_Save :ability_inksaversub:
    - ConsumeRt_Sub_Low = 1.00
    - ConsumeRt_Sub_High = 0.75


    I condensed Quick Respawn and Quick Super Jump to one value for ease of posting. For Quick Super Jump, the data suggests there are 60 frames until you jump and you can save 30 of them using abilities. This was one of the ones I tested frame-by-frame and I found it hard to tell when the game thinks the jump actually starts. That's why I measured it in frames saved rather than frames for a jump.

    There's also DamageRecovery_Up which is not an ability but probably planned as one. I haven't tested much about damage recovery but I wonder if the base measurements are meaningful.
     

    Attached Files:

    #1 Box, Sep 23, 2015
    Last edited: Oct 3, 2015
  2. SlimyQuagsire

    SlimyQuagsire Pro Squid

    Joined:
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    140
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    NNID:
    SlimyQuagsire
    And for the third time: good night, Box.
    Anyways, dunno if this was found before, but good info
     
    Anaru, Duster and GeneraLight like this.
  3. Box

    Box Pro Squid

    Joined:
    May 14, 2015
    Messages:
    140
    Likes Received:
    203
    Damage Up :ability_damage:
    0Main/0Sub = 0.0% increased damage on all attacks
    0Main/1Sub = 2.9% increased damage on all attacks
    0Main/2Sub = 5.7% increased damage on all attacks
    0Main/3Sub = 8.3% increased damage on all attacks
    1Main/0Sub = 9.2% increased damage on all attacks
    0Main/4Sub = 10.8% increased damage on all attacks
    1Main/1Sub = 11.6% increased damage on all attacks
    0Main/5Sub = 13.1% increased damage on all attacks
    1Main/2Sub = 13.9% increased damage on all attacks
    0Main/6Sub = 15.3% increased damage on all attacks
    1Main/3Sub = 16.0% increased damage on all attacks
    2Main/0Sub = 16.7% increased damage on all attacks
    0Main/7Sub = 17.3% increased damage on all attacks
    1Main/4Sub = 18.0% increased damage on all attacks
    2Main/1Sub = 18.6% increased damage on all attacks
    0Main/8Sub = 19.2% increased damage on all attacks
    1Main/5Sub = 19.8% increased damage on all attacks
    2Main/2Sub = 20.4% increased damage on all attacks
    0Main/9Sub = 20.9% increased damage on all attacks
    1Main/6Sub = 21.5% increased damage on all attacks
    2Main/3Sub = 22.0% increased damage on all attacks
    3Main/0Sub = 22.5% increased damage on all attacks
    1Main/7Sub = 23.0% increased damage on all attacks
    2Main/4Sub = 23.5% increased damage on all attacks
    3Main/1Sub = 23.9% increased damage on all attacks
    1Main/8Sub = 24.4% increased damage on all attacks
    2Main/5Sub = 24.8% increased damage on all attacks
    3Main/2Sub = 25.2% increased damage on all attacks
    1Main/9Sub = 25.6% increased damage on all attacks
    2Main/6Sub = 26.0% increased damage on all attacks
    3Main/3Sub = 26.3% increased damage on all attacks
    2Main/7Sub = 27.0% increased damage on all attacks
    3Main/4Sub = 27.3% increased damage on all attacks
    2Main/8Sub = 27.9% increased damage on all attacks
    3Main/5Sub = 28.1% increased damage on all attacks
    2Main/9Sub = 28.6% increased damage on all attacks
    3Main/6Sub = 28.8% increased damage on all attacks
    3Main/7Sub = 29.3% increased damage on all attacks
    3Main/8Sub = 29.7% increased damage on all attacks
    3Main/9Sub = 29.9% increased damage on all attacks

    Defense Up :ability_defenseup:
    0Main/0Sub = 100.0% damage taken from all attacks
    0Main/1Sub = 98.4% damage taken from all attacks
    0Main/2Sub = 96.9% damage taken from all attacks
    0Main/3Sub = 95.6% damage taken from all attacks
    1Main/0Sub = 95.2% damage taken from all attacks
    0Main/4Sub = 94.3% damage taken from all attacks
    1Main/1Sub = 93.9% damage taken from all attacks
    0Main/5Sub = 93.2% damage taken from all attacks
    1Main/2Sub = 92.8% damage taken from all attacks
    0Main/6Sub = 92.2% damage taken from all attacks
    1Main/3Sub = 91.8% damage taken from all attacks
    2Main/0Sub = 91.5% damage taken from all attacks
    0Main/7Sub = 91.2% damage taken from all attacks
    1Main/4Sub = 90.9% damage taken from all attacks
    2Main/1Sub = 90.6% damage taken from all attacks
    0Main/8Sub = 90.4% damage taken from all attacks
    1Main/5Sub = 90.1% damage taken from all attacks
    2Main/2Sub = 89.8% damage taken from all attacks
    0Main/9Sub = 89.6% damage taken from all attacks
    1Main/6Sub = 89.3% damage taken from all attacks
    2Main/3Sub = 89.1% damage taken from all attacks
    3Main/0Sub = 88.9% damage taken from all attacks
    1Main/7Sub = 88.7% damage taken from all attacks
    2Main/4Sub = 88.5% damage taken from all attacks
    3Main/1Sub = 88.3% damage taken from all attacks
    1Main/8Sub = 88.1% damage taken from all attacks
    2Main/5Sub = 87.9% damage taken from all attacks
    3Main/2Sub = 87.7% damage taken from all attacks
    1Main/9Sub = 87.6% damage taken from all attacks
    2Main/6Sub = 87.4% damage taken from all attacks
    3Main/3Sub = 87.2% damage taken from all attacks
    2Main/7Sub = 87.0% damage taken from all attacks
    3Main/4Sub = 86.8% damage taken from all attacks
    2Main/8Sub = 86.6% damage taken from all attacks
    3Main/5Sub = 86.5% damage taken from all attacks
    2Main/9Sub = 86.3% damage taken from all attacks
    3Main/6Sub = 86.2% damage taken from all attacks
    3Main/7Sub = 86.0% damage taken from all attacks
    3Main/8Sub = 85.8% damage taken from all attacks
    3Main/9Sub = 85.7% damage taken from all attacks

    Run Speed Up :ability_runspeed:
    0Main/0Sub = 0.960 DU/frame speed while running
    0Main/1Sub = 1.007 DU/frame speed while running
    0Main/2Sub = 1.051 DU/frame speed while running
    0Main/3Sub = 1.093 DU/frame speed while running
    1Main/0Sub = 1.107 DU/frame speed while running
    0Main/4Sub = 1.133 DU/frame speed while running
    1Main/1Sub = 1.145 DU/frame speed while running
    0Main/5Sub = 1.170 DU/frame speed while running
    1Main/2Sub = 1.182 DU/frame speed while running
    0Main/6Sub = 1.205 DU/frame speed while running
    1Main/3Sub = 1.216 DU/frame speed while running
    2Main/0Sub = 1.227 DU/frame speed while running
    0Main/7Sub = 1.237 DU/frame speed while running
    1Main/4Sub = 1.247 DU/frame speed while running
    2Main/1Sub = 1.257 DU/frame speed while running
    0Main/8Sub = 1.267 DU/frame speed while running
    1Main/5Sub = 1.277 DU/frame speed while running
    2Main/2Sub = 1.286 DU/frame speed while running
    0Main/9Sub = 1.295 DU/frame speed while running
    1Main/6Sub = 1.303 DU/frame speed while running
    2Main/3Sub = 1.312 DU/frame speed while running
    3Main/0Sub = 1.320 DU/frame speed while running
    1Main/7Sub = 1.328 DU/frame speed while running
    2Main/4Sub = 1.335 DU/frame speed while running
    3Main/1Sub = 1.343 DU/frame speed while running
    1Main/8Sub = 1.350 DU/frame speed while running
    2Main/5Sub = 1.357 DU/frame speed while running
    3Main/2Sub = 1.363 DU/frame speed while running
    1Main/9Sub = 1.369 DU/frame speed while running
    2Main/6Sub = 1.375 DU/frame speed while running
    3Main/3Sub = 1.381 DU/frame speed while running
    2Main/7Sub = 1.392 DU/frame speed while running
    3Main/4Sub = 1.397 DU/frame speed while running
    2Main/8Sub = 1.406 DU/frame speed while running
    3Main/5Sub = 1.410 DU/frame speed while running
    2Main/9Sub = 1.417 DU/frame speed while running
    3Main/6Sub = 1.421 DU/frame speed while running
    3Main/7Sub = 1.429 DU/frame speed while running
    3Main/8Sub = 1.435 DU/frame speed while running
    3Main/9Sub = 1.439 DU/frame speed while running

    Swim Speed Up :ability_swimspeed:
    0Main/0Sub = 1.920 DU/frame speed while swimming
    0Main/1Sub = 1.967 DU/frame speed while swimming
    0Main/2Sub = 2.011 DU/frame speed while swimming
    0Main/3Sub = 2.053 DU/frame speed while swimming
    1Main/0Sub = 2.067 DU/frame speed while swimming
    0Main/4Sub = 2.093 DU/frame speed while swimming
    1Main/1Sub = 2.105 DU/frame speed while swimming
    0Main/5Sub = 2.130 DU/frame speed while swimming
    1Main/2Sub = 2.142 DU/frame speed while swimming
    0Main/6Sub = 2.165 DU/frame speed while swimming
    1Main/3Sub = 2.176 DU/frame speed while swimming
    2Main/0Sub = 2.187 DU/frame speed while swimming
    0Main/7Sub = 2.197 DU/frame speed while swimming
    1Main/4Sub = 2.207 DU/frame speed while swimming
    2Main/1Sub = 2.217 DU/frame speed while swimming
    0Main/8Sub = 2.227 DU/frame speed while swimming
    1Main/5Sub = 2.237 DU/frame speed while swimming
    2Main/2Sub = 2.246 DU/frame speed while swimming
    0Main/9Sub = 2.255 DU/frame speed while swimming
    1Main/6Sub = 2.263 DU/frame speed while swimming
    2Main/3Sub = 2.272 DU/frame speed while swimming
    3Main/0Sub = 2.280 DU/frame speed while swimming
    1Main/7Sub = 2.288 DU/frame speed while swimming
    2Main/4Sub = 2.295 DU/frame speed while swimming
    3Main/1Sub = 2.303 DU/frame speed while swimming
    1Main/8Sub = 2.310 DU/frame speed while swimming
    2Main/5Sub = 2.317 DU/frame speed while swimming
    3Main/2Sub = 2.323 DU/frame speed while swimming
    1Main/9Sub = 2.329 DU/frame speed while swimming
    2Main/6Sub = 2.335 DU/frame speed while swimming
    3Main/3Sub = 2.341 DU/frame speed while swimming
    2Main/7Sub = 2.352 DU/frame speed while swimming
    3Main/4Sub = 2.357 DU/frame speed while swimming
    2Main/8Sub = 2.366 DU/frame speed while swimming
    3Main/5Sub = 2.370 DU/frame speed while swimming
    2Main/9Sub = 2.377 DU/frame speed while swimming
    3Main/6Sub = 2.381 DU/frame speed while swimming
    3Main/7Sub = 2.389 DU/frame speed while swimming
    3Main/8Sub = 2.395 DU/frame speed while swimming
    3Main/9Sub = 2.399 DU/frame speed while swimming

    Quick Super Jump :ability_quicksuperjump:
    0Main/0Sub = 0 frames saved during a super jump
    0Main/1Sub = 15 frames saved during a super jump
    0Main/2Sub = 28 frames saved during a super jump
    0Main/3Sub = 42 frames saved during a super jump
    1Main/0Sub = 46 frames saved during a super jump
    0Main/4Sub = 54 frames saved during a super jump
    1Main/1Sub = 58 frames saved during a super jump
    0Main/5Sub = 66 frames saved during a super jump
    1Main/2Sub = 69 frames saved during a super jump
    0Main/6Sub = 76 frames saved during a super jump
    1Main/3Sub = 80 frames saved during a super jump
    2Main/0Sub = 83 frames saved during a super jump
    0Main/7Sub = 87 frames saved during a super jump
    1Main/4Sub = 90 frames saved during a super jump
    2Main/1Sub = 93 frames saved during a super jump
    0Main/8Sub = 96 frames saved during a super jump
    1Main/5Sub = 99 frames saved during a super jump
    2Main/2Sub = 102 frames saved during a super jump
    0Main/9Sub = 105 frames saved during a super jump
    1Main/6Sub = 107 frames saved during a super jump
    2Main/3Sub = 110 frames saved during a super jump
    3Main/0Sub = 112 frames saved during a super jump
    1Main/7Sub = 115 frames saved during a super jump
    2Main/4Sub = 117 frames saved during a super jump
    3Main/1Sub = 120 frames saved during a super jump
    1Main/8Sub = 122 frames saved during a super jump
    2Main/5Sub = 124 frames saved during a super jump
    3Main/2Sub = 126 frames saved during a super jump
    1Main/9Sub = 128 frames saved during a super jump
    2Main/6Sub = 130 frames saved during a super jump
    3Main/3Sub = 132 frames saved during a super jump
    2Main/7Sub = 135 frames saved during a super jump
    3Main/4Sub = 136 frames saved during a super jump
    2Main/8Sub = 139 frames saved during a super jump
    3Main/5Sub = 141 frames saved during a super jump
    2Main/9Sub = 143 frames saved during a super jump
    3Main/6Sub = 144 frames saved during a super jump
    3Main/7Sub = 147 frames saved during a super jump
    3Main/8Sub = 148 frames saved during a super jump
    3Main/9Sub = 150 frames saved during a super jump

    Quick Respawn :ability_quickrespawn:
    0Main/0Sub = 0 frames saved during respawn
    0Main/1Sub = 23 frames saved during respawn
    0Main/2Sub = 46 frames saved during respawn
    0Main/3Sub = 67 frames saved during respawn
    1Main/0Sub = 73 frames saved during respawn
    0Main/4Sub = 86 frames saved during respawn
    1Main/1Sub = 93 frames saved during respawn
    0Main/5Sub = 105 frames saved during respawn
    1Main/2Sub = 111 frames saved during respawn
    0Main/6Sub = 122 frames saved during respawn
    1Main/3Sub = 128 frames saved during respawn
    2Main/0Sub = 133 frames saved during respawn
    0Main/7Sub = 139 frames saved during respawn
    1Main/4Sub = 144 frames saved during respawn
    2Main/1Sub = 149 frames saved during respawn
    0Main/8Sub = 154 frames saved during respawn
    1Main/5Sub = 158 frames saved during respawn
    2Main/2Sub = 163 frames saved during respawn
    0Main/9Sub = 167 frames saved during respawn
    1Main/6Sub = 172 frames saved during respawn
    2Main/3Sub = 176 frames saved during respawn
    3Main/0Sub = 180 frames saved during respawn
    1Main/7Sub = 184 frames saved during respawn
    2Main/4Sub = 188 frames saved during respawn
    3Main/1Sub = 191 frames saved during respawn
    1Main/8Sub = 195 frames saved during respawn
    2Main/5Sub = 198 frames saved during respawn
    3Main/2Sub = 202 frames saved during respawn
    1Main/9Sub = 205 frames saved during respawn
    2Main/6Sub = 208 frames saved during respawn
    3Main/3Sub = 211 frames saved during respawn
    2Main/7Sub = 216 frames saved during respawn
    3Main/4Sub = 218 frames saved during respawn
    2Main/8Sub = 223 frames saved during respawn
    3Main/5Sub = 225 frames saved during respawn
    2Main/9Sub = 229 frames saved during respawn
    3Main/6Sub = 230 frames saved during respawn
    3Main/7Sub = 235 frames saved during respawn
    3Main/8Sub = 238 frames saved during respawn
    3Main/9Sub = 239 frames saved during respawn

    Ink Recovery Up :ability_inkrecovery:
    0Main/0Sub = 0 frames saved to refill full tank
    0Main/1Sub = 7 frames saved to refill full tank
    0Main/2Sub = 14 frames saved to refill full tank
    0Main/3Sub = 20 frames saved to refill full tank
    1Main/0Sub = 22 frames saved to refill full tank
    0Main/4Sub = 26 frames saved to refill full tank
    1Main/1Sub = 28 frames saved to refill full tank
    0Main/5Sub = 32 frames saved to refill full tank
    1Main/2Sub = 33 frames saved to refill full tank
    0Main/6Sub = 37 frames saved to refill full tank
    1Main/3Sub = 38 frames saved to refill full tank
    2Main/0Sub = 40 frames saved to refill full tank
    0Main/7Sub = 42 frames saved to refill full tank
    1Main/4Sub = 43 frames saved to refill full tank
    2Main/1Sub = 45 frames saved to refill full tank
    0Main/8Sub = 46 frames saved to refill full tank
    1Main/5Sub = 48 frames saved to refill full tank
    2Main/2Sub = 49 frames saved to refill full tank
    0Main/9Sub = 50 frames saved to refill full tank
    1Main/6Sub = 52 frames saved to refill full tank
    2Main/3Sub = 53 frames saved to refill full tank
    3Main/0Sub = 54 frames saved to refill full tank
    1Main/7Sub = 55 frames saved to refill full tank
    2Main/4Sub = 56 frames saved to refill full tank
    3Main/1Sub = 57 frames saved to refill full tank
    1Main/8Sub = 58 frames saved to refill full tank
    2Main/5Sub = 60 frames saved to refill full tank
    3Main/2Sub = 60 frames saved to refill full tank
    1Main/9Sub = 61 frames saved to refill full tank
    2Main/6Sub = 62 frames saved to refill full tank
    3Main/3Sub = 63 frames saved to refill full tank
    2Main/7Sub = 65 frames saved to refill full tank
    3Main/4Sub = 66 frames saved to refill full tank
    2Main/8Sub = 67 frames saved to refill full tank
    3Main/5Sub = 68 frames saved to refill full tank
    2Main/9Sub = 69 frames saved to refill full tank
    3Main/6Sub = 69 frames saved to refill full tank
    3Main/7Sub = 70 frames saved to refill full tank
    3Main/8Sub = 71 frames saved to refill full tank
    3Main/9Sub = 72 frames saved to refill full tank
     
    #3 Box, Sep 23, 2015
    Last edited: Sep 24, 2015
  4. Box

    Box Pro Squid

    Joined:
    May 14, 2015
    Messages:
    140
    Likes Received:
    203
    Ink Saver Main :ability_inksavermain:
    0Main/0Sub = 0.0% more usable ink when firing from main weapon
    0Main/1Sub = 4.1% more usable ink when firing from main weapon
    0Main/2Sub = 8.2% more usable ink when firing from main weapon
    0Main/3Sub = 12.5% more usable ink when firing from main weapon
    1Main/0Sub = 13.9% more usable ink when firing from main weapon
    0Main/4Sub = 16.8% more usable ink when firing from main weapon
    1Main/1Sub = 18.3% more usable ink when firing from main weapon
    0Main/5Sub = 21.2% more usable ink when firing from main weapon
    1Main/2Sub = 22.7% more usable ink when firing from main weapon
    0Main/6Sub = 25.6% more usable ink when firing from main weapon
    1Main/3Sub = 27.1% more usable ink when firing from main weapon
    2Main/0Sub = 28.6% more usable ink when firing from main weapon
    0Main/7Sub = 30.0% more usable ink when firing from main weapon
    1Main/4Sub = 31.5% more usable ink when firing from main weapon
    2Main/1Sub = 33.0% more usable ink when firing from main weapon
    0Main/8Sub = 34.4% more usable ink when firing from main weapon
    1Main/5Sub = 35.8% more usable ink when firing from main weapon
    2Main/2Sub = 37.3% more usable ink when firing from main weapon
    0Main/9Sub = 38.7% more usable ink when firing from main weapon
    1Main/6Sub = 40.1% more usable ink when firing from main weapon
    2Main/3Sub = 41.5% more usable ink when firing from main weapon
    3Main/0Sub = 42.9% more usable ink when firing from main weapon
    1Main/7Sub = 44.2% more usable ink when firing from main weapon
    2Main/4Sub = 45.5% more usable ink when firing from main weapon
    3Main/1Sub = 46.8% more usable ink when firing from main weapon
    1Main/8Sub = 48.1% more usable ink when firing from main weapon
    2Main/5Sub = 49.4% more usable ink when firing from main weapon
    3Main/2Sub = 50.6% more usable ink when firing from main weapon
    1Main/9Sub = 51.8% more usable ink when firing from main weapon
    2Main/6Sub = 53.0% more usable ink when firing from main weapon
    3Main/3Sub = 54.1% more usable ink when firing from main weapon
    2Main/7Sub = 56.2% more usable ink when firing from main weapon
    3Main/4Sub = 57.2% more usable ink when firing from main weapon
    2Main/8Sub = 59.1% more usable ink when firing from main weapon
    3Main/5Sub = 60.0% more usable ink when firing from main weapon
    2Main/9Sub = 61.6% more usable ink when firing from main weapon
    3Main/6Sub = 62.3% more usable ink when firing from main weapon
    3Main/7Sub = 64.2% more usable ink when firing from main weapon
    3Main/8Sub = 65.6% more usable ink when firing from main weapon
    3Main/9Sub = 66.4% more usable ink when firing from main weapon

    Ink Saver Sub :ability_inksaversub:
    0Main/0Sub = 100.0% consumed when using sub weapon
    0Main/1Sub = 97.6% consumed when using sub weapon
    0Main/2Sub = 95.2% consumed when using sub weapon
    0Main/3Sub = 93.1% consumed when using sub weapon
    1Main/0Sub = 92.4% consumed when using sub weapon
    0Main/4Sub = 91.0% consumed when using sub weapon
    1Main/1Sub = 90.3% consumed when using sub weapon
    0Main/5Sub = 89.1% consumed when using sub weapon
    1Main/2Sub = 88.4% consumed when using sub weapon
    0Main/6Sub = 87.2% consumed when using sub weapon
    1Main/3Sub = 86.7% consumed when using sub weapon
    2Main/0Sub = 86.1% consumed when using sub weapon
    0Main/7Sub = 85.6% consumed when using sub weapon
    1Main/4Sub = 85.0% consumed when using sub weapon
    2Main/1Sub = 84.5% consumed when using sub weapon
    0Main/8Sub = 84.0% consumed when using sub weapon
    1Main/5Sub = 83.5% consumed when using sub weapon
    2Main/2Sub = 83.0% consumed when using sub weapon
    0Main/9Sub = 82.6% consumed when using sub weapon
    1Main/6Sub = 82.1% consumed when using sub weapon
    2Main/3Sub = 81.7% consumed when using sub weapon
    3Main/0Sub = 81.2% consumed when using sub weapon
    1Main/7Sub = 80.8% consumed when using sub weapon
    2Main/4Sub = 80.4% consumed when using sub weapon
    3Main/1Sub = 80.1% consumed when using sub weapon
    1Main/8Sub = 79.7% consumed when using sub weapon
    2Main/5Sub = 79.3% consumed when using sub weapon
    3Main/2Sub = 79.0% consumed when using sub weapon
    1Main/9Sub = 78.7% consumed when using sub weapon
    2Main/6Sub = 78.4% consumed when using sub weapon
    3Main/3Sub = 78.1% consumed when using sub weapon
    2Main/7Sub = 77.5% consumed when using sub weapon
    3Main/4Sub = 77.2% consumed when using sub weapon
    2Main/8Sub = 76.8% consumed when using sub weapon
    3Main/5Sub = 76.6% consumed when using sub weapon
    2Main/9Sub = 76.2% consumed when using sub weapon
    3Main/6Sub = 76.0% consumed when using sub weapon
    3Main/7Sub = 75.6% consumed when using sub weapon
    3Main/8Sub = 75.2% consumed when using sub weapon
    3Main/9Sub = 75.1% consumed when using sub weapon

    Special Charge Up :ability_specialcharge:
    0Main/0Sub = 0.0% increase in special charge rate
    0Main/1Sub = 2.9% increase in special charge rate
    0Main/2Sub = 5.7% increase in special charge rate
    0Main/3Sub = 8.3% increase in special charge rate
    1Main/0Sub = 9.2% increase in special charge rate
    0Main/4Sub = 10.8% increase in special charge rate
    1Main/1Sub = 11.6% increase in special charge rate
    0Main/5Sub = 13.1% increase in special charge rate
    1Main/2Sub = 13.9% increase in special charge rate
    0Main/6Sub = 15.3% increase in special charge rate
    1Main/3Sub = 16.0% increase in special charge rate
    2Main/0Sub = 16.7% increase in special charge rate
    0Main/7Sub = 17.3% increase in special charge rate
    1Main/4Sub = 18.0% increase in special charge rate
    2Main/1Sub = 18.6% increase in special charge rate
    0Main/8Sub = 19.2% increase in special charge rate
    1Main/5Sub = 19.8% increase in special charge rate
    2Main/2Sub = 20.4% increase in special charge rate
    0Main/9Sub = 20.9% increase in special charge rate
    1Main/6Sub = 21.5% increase in special charge rate
    2Main/3Sub = 22.0% increase in special charge rate
    3Main/0Sub = 22.5% increase in special charge rate
    1Main/7Sub = 23.0% increase in special charge rate
    2Main/4Sub = 23.5% increase in special charge rate
    3Main/1Sub = 23.9% increase in special charge rate
    1Main/8Sub = 24.4% increase in special charge rate
    2Main/5Sub = 24.8% increase in special charge rate
    3Main/2Sub = 25.2% increase in special charge rate
    1Main/9Sub = 25.6% increase in special charge rate
    2Main/6Sub = 26.0% increase in special charge rate
    3Main/3Sub = 26.3% increase in special charge rate
    2Main/7Sub = 27.0% increase in special charge rate
    3Main/4Sub = 27.3% increase in special charge rate
    2Main/8Sub = 27.9% increase in special charge rate
    3Main/5Sub = 28.1% increase in special charge rate
    2Main/9Sub = 28.6% increase in special charge rate
    3Main/6Sub = 28.8% increase in special charge rate
    3Main/7Sub = 29.3% increase in special charge rate
    3Main/8Sub = 29.7% increase in special charge rate
    3Main/9Sub = 29.9% increase in special charge rate

    Special Duration Up :ability_specialduration:
    0Main/0Sub = 0.0% increase in special duration
    0Main/1Sub = 3.9% increase in special duration
    0Main/2Sub = 7.6% increase in special duration
    0Main/3Sub = 11.1% increase in special duration
    1Main/0Sub = 12.2% increase in special duration
    0Main/4Sub = 14.4% increase in special duration
    1Main/1Sub = 15.5% increase in special duration
    0Main/5Sub = 17.5% increase in special duration
    1Main/2Sub = 18.5% increase in special duration
    0Main/6Sub = 20.4% increase in special duration
    1Main/3Sub = 21.3% increase in special duration
    2Main/0Sub = 22.2% increase in special duration
    0Main/7Sub = 23.1% increase in special duration
    1Main/4Sub = 24.0% increase in special duration
    2Main/1Sub = 24.8% increase in special duration
    0Main/8Sub = 25.6% increase in special duration
    1Main/5Sub = 26.4% increase in special duration
    2Main/2Sub = 27.2% increase in special duration
    0Main/9Sub = 27.9% increase in special duration
    1Main/6Sub = 28.6% increase in special duration
    2Main/3Sub = 29.3% increase in special duration
    3Main/0Sub = 30.0% increase in special duration
    1Main/7Sub = 30.7% increase in special duration
    2Main/4Sub = 31.3% increase in special duration
    3Main/1Sub = 31.9% increase in special duration
    1Main/8Sub = 32.5% increase in special duration
    2Main/5Sub = 33.1% increase in special duration
    3Main/2Sub = 33.6% increase in special duration
    1Main/9Sub = 34.1% increase in special duration
    2Main/6Sub = 34.6% increase in special duration
    3Main/3Sub = 35.1% increase in special duration
    2Main/7Sub = 36.0% increase in special duration
    3Main/4Sub = 36.4% increase in special duration
    2Main/8Sub = 37.2% increase in special duration
    3Main/5Sub = 37.5% increase in special duration
    2Main/9Sub = 38.1% increase in special duration
    3Main/6Sub = 38.4% increase in special duration
    3Main/7Sub = 39.1% increase in special duration
    3Main/8Sub = 39.6% increase in special duration
    3Main/9Sub = 39.9% increase in special duration

    Special Saver :ability_specialsaver:
    0Main/0Sub = 50.0% of special bar carried over after respawn
    0Main/1Sub = 54.9% of special bar carried over after respawn
    0Main/2Sub = 59.5% of special bar carried over after respawn
    0Main/3Sub = 63.9% of special bar carried over after respawn
    1Main/0Sub = 65.3% of special bar carried over after respawn
    0Main/4Sub = 68.0% of special bar carried over after respawn
    1Main/1Sub = 69.3% of special bar carried over after respawn
    0Main/5Sub = 71.9% of special bar carried over after respawn
    1Main/2Sub = 73.1% of special bar carried over after respawn
    0Main/6Sub = 75.5% of special bar carried over after respawn
    1Main/3Sub = 76.7% of special bar carried over after respawn
    2Main/0Sub = 77.8% of special bar carried over after respawn
    0Main/7Sub = 78.9% of special bar carried over after respawn
    1Main/4Sub = 79.9% of special bar carried over after respawn
    2Main/1Sub = 81.0% of special bar carried over after respawn
    0Main/8Sub = 82.0% of special bar carried over after respawn
    1Main/5Sub = 83.0% of special bar carried over after respawn
    2Main/2Sub = 83.9% of special bar carried over after respawn
    0Main/9Sub = 84.9% of special bar carried over after respawn
    1Main/6Sub = 85.8% of special bar carried over after respawn
    2Main/3Sub = 86.7% of special bar carried over after respawn
    3Main/0Sub = 87.5% of special bar carried over after respawn
    1Main/7Sub = 88.3% of special bar carried over after respawn
    2Main/4Sub = 89.1% of special bar carried over after respawn
    3Main/1Sub = 89.9% of special bar carried over after respawn
    1Main/8Sub = 90.6% of special bar carried over after respawn
    2Main/5Sub = 91.3% of special bar carried over after respawn
    3Main/2Sub = 92.0% of special bar carried over after respawn
    1Main/9Sub = 92.7% of special bar carried over after respawn
    2Main/6Sub = 93.3% of special bar carried over after respawn
    3Main/3Sub = 93.9% of special bar carried over after respawn
    2Main/7Sub = 95.0% of special bar carried over after respawn
    3Main/4Sub = 95.5% of special bar carried over after respawn
    2Main/8Sub = 96.4% of special bar carried over after respawn
    3Main/5Sub = 96.9% of special bar carried over after respawn
    2Main/9Sub = 97.7% of special bar carried over after respawn
    3Main/6Sub = 98.0% of special bar carried over after respawn
    3Main/7Sub = 98.9% of special bar carried over after respawn
    3Main/8Sub = 99.5% of special bar carried over after respawn
    3Main/9Sub = 99.9% of special bar carried over after respawn

    Bomb Range Up :ability_bombrange:
    0Main/0Sub = 2.80 DUs/frame initial velocity for bombs
    0Main/1Sub = 2.94 DUs/frame initial velocity for bombs
    0Main/2Sub = 3.07 DUs/frame initial velocity for bombs
    0Main/3Sub = 3.19 DUs/frame initial velocity for bombs
    1Main/0Sub = 3.23 DUs/frame initial velocity for bombs
    0Main/4Sub = 3.30 DUs/frame initial velocity for bombs
    1Main/1Sub = 3.34 DUs/frame initial velocity for bombs
    0Main/5Sub = 3.41 DUs/frame initial velocity for bombs
    1Main/2Sub = 3.45 DUs/frame initial velocity for bombs
    0Main/6Sub = 3.51 DUs/frame initial velocity for bombs
    1Main/3Sub = 3.55 DUs/frame initial velocity for bombs
    2Main/0Sub = 3.58 DUs/frame initial velocity for bombs
    0Main/7Sub = 3.61 DUs/frame initial velocity for bombs
    1Main/4Sub = 3.64 DUs/frame initial velocity for bombs
    2Main/1Sub = 3.67 DUs/frame initial velocity for bombs
    0Main/8Sub = 3.70 DUs/frame initial velocity for bombs
    1Main/5Sub = 3.72 DUs/frame initial velocity for bombs
    2Main/2Sub = 3.75 DUs/frame initial velocity for bombs
    0Main/9Sub = 3.78 DUs/frame initial velocity for bombs
    1Main/6Sub = 3.80 DUs/frame initial velocity for bombs
    2Main/3Sub = 3.83 DUs/frame initial velocity for bombs
    3Main/0Sub = 3.85 DUs/frame initial velocity for bombs
    1Main/7Sub = 3.87 DUs/frame initial velocity for bombs
    2Main/4Sub = 3.90 DUs/frame initial velocity for bombs
    3Main/1Sub = 3.92 DUs/frame initial velocity for bombs
    1Main/8Sub = 3.94 DUs/frame initial velocity for bombs
    2Main/5Sub = 3.96 DUs/frame initial velocity for bombs
    3Main/2Sub = 3.98 DUs/frame initial velocity for bombs
    1Main/9Sub = 3.99 DUs/frame initial velocity for bombs
    2Main/6Sub = 4.01 DUs/frame initial velocity for bombs
    3Main/3Sub = 4.03 DUs/frame initial velocity for bombs
    2Main/7Sub = 4.06 DUs/frame initial velocity for bombs
    3Main/4Sub = 4.07 DUs/frame initial velocity for bombs
    2Main/8Sub = 4.10 DUs/frame initial velocity for bombs
    3Main/5Sub = 4.11 DUs/frame initial velocity for bombs
    2Main/9Sub = 4.13 DUs/frame initial velocity for bombs
    3Main/6Sub = 4.14 DUs/frame initial velocity for bombs
    3Main/7Sub = 4.17 DUs/frame initial velocity for bombs
    3Main/8Sub = 4.19 DUs/frame initial velocity for bombs
    3Main/9Sub = 4.20 DUs/frame initial velocity for bombs


    I think I could have done better with the format but here are the numbers anyhow.
     
  5. Noise Tank

    Noise Tank Full Squid

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    finally, we can bury that crappy "hard data" thread and never speak of it again.
     
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  6. generic

    generic Inkling

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    Great work on getting the exact numbers for all the abilities listed. There's a lot of misinformation on them.
     
  7. Azza

    Azza Pro Squid

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    How do weapons play a part into dmg and defense?
     
  8. dukevin

    dukevin Senior Squid

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    Don't diminishing returns not take effect for Ink Recovery Up, Special Charge up, and a few others? You didn't reflect that here
     
  9. Box

    Box Pro Squid

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    Those abilities are based on a percentage of base damage for each weapon. Of course there's the damage cap on certain weapons that restricts number of shots to kill, something I assume we're all familiar with at this point.

    Really though you're best off testing damage/defense in the testing range. As you can see from my data, the formula I have tends to overestimate the effects slightly, probably due to some truncation or something.


    The short answer is that that's a misconception due to testers not knowing what to look for. The best example is Ink Saver Main. If you measure increase in number of shots, the formula is f(x) = 1/(1-0.4(2*(x/60) - (x/60)^2)) which looks linear up until around x=35 or so.

    Keep in mind I didn't actually test all of the abilities and there were some that I don't really have much data on, like Special Charge Up and Bomb Range Up. But if all of the other abilities are acting the same way, I'm willing to believe the few I can't measure well aren't special cases.
     
  10. Power

    Power Inkling Commander

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    Absolutely amazing. Great work, we finally have some legit data on abilities and diminishing returns (across all combinations also).
     
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  11. Phobos

    Phobos Inkling Commander

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    Just to echo the above sentiments: excellent work! Dispelling a few myths too, which is very welcome.
     
  12. Chewi

    Chewi Full Squid

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    This is awesome. Previously going on other testing results, some abilities would have better results using 3 subs vs 1 main (eg. previous testing of ink saver main, special saver). This makes a lot more sense. Thanks!

    Edit: ink saver sub still looks pretty bad. Some things don't change.
     
  13. PocketChg

    PocketChg Inkling

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  14. Nintendome

    Nintendome Inkredible YouTuber

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  15. CM2

    CM2 Inkling Cadet

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    Thank you so much for this. The Splatoon community really appreciates your effort for building these gear ability tables.
     
  16. Box

    Box Pro Squid

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    This page was brought to my attention the day after I made this thread. I looked over it. Our data is basically the same. When I their formula to the form that I wrote mine, I get this.

    Effect = 1.98 * (Ability/60) - 1.002 * (Ability/60)^2

    I actually got 1.98 myself using optim but I assumed I was overfitting the number 2. Of course you don't see that unless you put it in that exact form. I figured f(x) = 2x -x^2 would make a whole lot of sense and found that it fits when you divide ability points by 60. In their form, they're using the parameters 0.99 and 0.09. I like my solution better because I think a one parameter solution using the number 60 is more believable than a two parameter solution using non-integers. That being said, I imagine their formula is a better estimate of the data: theirs and mine.


    This is new to me though. Specifically, I wasn't able to read the part about caps. I'm not sure if they mean that the abilities are hard capped at that point or that they weren't able to test beyond that point. Of course, I have the same problem. I didn't actually do much data gathering myself and I was limited by the abilities that myself and other testers had on hand. A lot of what I've done is extrapolate, especially for values beyond Ability = 39.

    With that in mind, I want to mention that I'm much more confident about what I've written in the OP than I am about the exact numbers in the tables posted.
     
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  17. prairial

    prairial Inkling

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    Hi, I'm one of the editors of Japanese wiki shown above.
    The latter, we couldn't test beyond that point and I assume there's NO cap until Ability = 57
     
    #17 prairial, Sep 25, 2015
    Last edited: Sep 25, 2015
  18. Ashbringer8

    Ashbringer8 Inkling

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    This is some great work! Thanks a ton!

    Just to be sure that I'm understanding this correctly; you're postulating that there are no diminishing returns or hard caps on any of the stackable abilities whatsoever?

    Also, sorry if I'm bothering you, but may I ask for the source of the ability data that was mined? I wasn't aware there existed data that was derived straight from the game's code.
     
    #18 Ashbringer8, Sep 25, 2015
    Last edited: Sep 26, 2015
  19. Heisenberg

    Heisenberg Inkling

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    Great post, thank you so much for sharing this.

    Are you able to find out more about the abilities that are exclusive to headgear such as tenacity, opening gambit, and last ditch effort?
     
  20. Box

    Box Pro Squid

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    There are no hard caps to my knowledge. There are diminishing returns in the sense that the abilities are fed into a concave function. So the diminishing returns are continuous and start before the full effect of the first ability is applied rather than taking effect in a discrete way after adding abilities.

    I got the data mined data from here:
    http://vm.whatasha.me/splatoon/files/spec/

    To my knowledge, those ability effects are not stored in files, so no. Right now I only have information on the stackable abilities.
     

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