Ashbringer8
Inkling
- Joined
- Sep 25, 2015
- Messages
- 2
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- Ashbringer8
Ah, I see it now after graphing (((((2*(x/60))-((x/60)^2))*0.2497)*1.92)+1.92) for Swim Speed Up. Thanks for the info.
3 Mains and 6 subs is 48 points.So about the Special Charge Up data.
Here is my max Special Charge Up gear with the Killer Wail Special. 3 Main 6 Subs
https://my.mixtape.moe/xaoljl.webm
Percentage seems off or I'm doing math wrong. It looks like I'm getting a 22.5% which is 3 Main 0 Sub instead of the 3 Main 6 Subs which I have.
I guess another question is was the Prima Guide wrong or were some abilities changed so I missed it. Defense Up should at max be a 20% reduction according to the guide.
Yeah, once I started noticing the patterns between abilities I got a little lazy with my testing. 86 and 83 are pretty close but I should have noticed the difference. I saw 1/6 and assumed that Nintendo would do something like adding 1/6 to your defense rating and multiplying the damage by the inverse. So my numbers go to 6/7 but I did test it and you're right it goes down to 5/6. I'm correcting the tables at the moment.Also what IS up with your Defense values? The data mined value of 1/6 is the damage reduction, so you'd be looking at 5/6 normal damage, or 83%. What the guidebook states is the inverse 6/5, or 120%, which I suppose is how much your "defense" is "increasing."
This I actually did for a few reasons. First of all, this is the way that most testers measured it, by counting the number of extra shots in a full tank. Second, it's more informative to think of ink saver main as increasing the size of your tank than thinking of it as making your main weapon more efficient. Ink recovery is actually just as efficient as ink saver main for both mains and subs but the advantage that ink saver main has is that at any level of ink, you have more shots in your tank before you run dry.It's just that I still don't like "Ink Saver (Main)" being defined as "additional ink" since your actual tank capacity does not change. Each shot from your main weapon costs less ink, up to a 40% reduction, or 60% the original cost. The numbers look correct, though.
Fair enough, and it's not that I think it isn't useful to treat it that way, but it's a secondary, derived statistic. My main beef was how people used this as "proof" that abilities do not have diminishing returns. Even though by the game's terms, you go from 12>22>30% more efficient, reversing that for 14>28>42% capacity makes it appear as if the bonus is linear. But that's only because 3/5 (-40%) looks worse than 5/3 (+66%), even though it's the same thing.This I actually did for a few reasons. First of all, this is the way that most testers measured it, by counting the number of extra shots in a full tank. Second, it's more informative to think of ink saver main as increasing the size of your tank than thinking of it as making your main weapon more efficient. Ink recovery is actually just as efficient as ink saver main for both mains and subs but the advantage that ink saver main has is that at any level of ink, you have more shots in your tank before you run dry.
I heard somewhere it is 10%, but am not fully sure.How much exactly is the Ninja Squid decrease for Swim Speed Up? I guess in my case I'd be running 2 Main 9 Subs.
That's what I've noticed, too, but it may or may not be something like subtracting 10-12 points worth of Swim Speed Up.I heard somewhere it is 10%, but am not fully sure.
Ability caps with full slots:Are you sure Ink Saver Sub is right? I.e. at maximum ink saver sub will only save you up to 25% of ink used since you are spending only 75% of the amount of ink you would be spending? On the splatoon wiki it said that you reduce ink consumption by 75% instead of reducing ink consumption to 75% of maximum.
3 Main 6 Subs and 2 Main 6 SubsIt looks like with max Special Saver you practically lose nothing when you get splatted, so your special is always safe!