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How to Calculate Ability Effects

Box

Pro Squid
Joined
May 14, 2015
Messages
140
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.
 

Attachments

Last edited:

Box

Pro Squid
Joined
May 14, 2015
Messages
140
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
 
Last edited:

Box

Pro Squid
Joined
May 14, 2015
Messages
140
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.
 

generic

Inkling
Joined
Sep 18, 2015
Messages
5
Great work on getting the exact numbers for all the abilities listed. There's a lot of misinformation on them.
 

Azza

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Barricade31
How do weapons play a part into dmg and defense?
 

dukevin

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

Box

Pro Squid
Joined
May 14, 2015
Messages
140
How do weapons play a part into dmg and defense?
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.


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

Phobos

Inkling Commander
Joined
Apr 24, 2015
Messages
327
Location
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Just to echo the above sentiments: excellent work! Dispelling a few myths too, which is very welcome.
 

Chewi

Full Squid
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Messages
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Location
Canada
NNID
IronChefCanada
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.
 

CM2

Inkling Cadet
Joined
Jul 26, 2015
Messages
217
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chenmaster2
Thank you so much for this. The Splatoon community really appreciates your effort for building these gear ability tables.
 

Box

Pro Squid
Joined
May 14, 2015
Messages
140
The Japanese have this information with a slightly more refined formula, gear specific calculations, and observational data cross-checking on the wiki.

http://wikiwiki.jp/splatoon2ch/?%A5%AE%A5%A2%A5%D1%A5%EF%A1%BC%B8%A1%BE%DA

Google translate if necessary.

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.


Someone from Inkipedia translated this for me http://pastebin.com/WrtAJza1
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.
 

prairial

Inkling
Joined
Sep 24, 2015
Messages
2
Hi, I'm one of the editors of Japanese wiki shown above.
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.
The latter, we couldn't test beyond that point and I assume there's NO cap until Ability = 57
 
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Ashbringer8

Inkling
Joined
Sep 25, 2015
Messages
2
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Ashbringer8
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.
 
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Heisenberg

Inkling
Joined
Sep 25, 2015
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Minnesota
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JaimeRussels
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?
 

Box

Pro Squid
Joined
May 14, 2015
Messages
140
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?

Sorry if I'm bothering you, but may I ask for the source of the ability data that was mined? I wasn't aware that there existed data that was derived straight from the game's code.
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/

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?
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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