RubberCF
Semi-Pro Squid
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- Jan 31, 2024
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I'm a big gear nerd and have spent too many hours making this update, so I appreciate anyone who would like to read it. I am happy to explain anything, feedback is welcome.
The purpose of this patch is primarily to give players more effective options in how they want to design their gear, but some changes are just QOL or to partially address larger balance related issues.
Quick note about ability stacking for nerds. By default, every ability will use the most common (and most gradual) curve. Its about 9.5% effective at 3 ap (one sub) and 50% effective at 18 ap. I will specify if any new effect uses a steeper curve, and you can check https://leanny.github.io/splat3/ability.html if you want to see exactly what I'm referencing (look at effect% column)
PATCH START
LDE, CBK, OG and DR all have visual indicators to show when the abilities are active. OG indicates how much longer you have left until the effect goes away.
Comeback (CBK)
Last Ditch Effort (LDE)
Ability Doubler (AD)
Thermal Ink (TI)
Respawn Punisher (RP)
Haunt
Ninja squid
Drop Roller (DR)
Stealth Jump (SJ)
Object Shredder (OS)
Ink Resistance Up (IR/Ink Res)
Quick Super Jump (QSJ)
Special Saver (SS)
Intensify Action (IA)
Sub Resistance (SR/Sub Res)
Run Speed Up (RSU)
Ink Saver Main (ISM)
Quick Respawn (QR)
Sub Power Up (BPU)
Special Power Up (SPU)
The purpose of this patch is primarily to give players more effective options in how they want to design their gear, but some changes are just QOL or to partially address larger balance related issues.
Quick note about ability stacking for nerds. By default, every ability will use the most common (and most gradual) curve. Its about 9.5% effective at 3 ap (one sub) and 50% effective at 18 ap. I will specify if any new effect uses a steeper curve, and you can check https://leanny.github.io/splat3/ability.html if you want to see exactly what I'm referencing (look at effect% column)
PATCH START
LDE, CBK, OG and DR all have visual indicators to show when the abilities are active. OG indicates how much longer you have left until the effect goes away.
Comeback (CBK)
- AP of each ability reduced from 10->9
- Removed special charge up, added ink resistance and intensify action
Last Ditch Effort (LDE)
- Effect is fully active when opponents push to 30->25 points
Ability Doubler (AD)
- Can be added to shirts via murch with 3 of every ability chunk
Thermal Ink (TI)
- Works within 15->10 distance units
- Indirect hits activate it for 3 seconds
Respawn Punisher (RP)
- No longer affects respawn time
- Reduces enemy special charge 15->20% upon death
- Reduces own special charge 22.5->30% upon death
- If an RP user splats another RP user, they lose 37.5->50% special charge
Haunt
- Works within 15->10 distance units
- Can only be active for 1 enemy at a time, each time you are killed it switches to that enemy
- Effect does not end if enemy is killed by teammate
- Killing the haunted enemy fills your ink tank
Ninja squid
- While submerged, all tracking effects (from wave breaker, angle shooter, point sensor, and ink mine) will deplete 30% faster.
Drop Roller (DR)
- Duration of ability boost 3->7 seconds
Stealth Jump (SJ)
- Marker is visible to teammates and player with a dotted outline if they are outside its visible radius.
Object Shredder (OS)
- Rainmaker shield: 110%->115%
- Big bubbler, Booyah bomb, Splashdown fists: 110%->120%
- Splash wall: 150%->140%
- Sprinkler, Beakon: 1000%->200%
Ink Resistance Up (IR/Ink Res)
- 5 buffer frames are default for all players
- You can still gain up to 39 additional buffer frames by stacking ink resistance
- Dmg limit at max ap 20->10
- DPS of enemy ink scales as intended (unlike before)
Quick Super Jump (QSJ)
- Base vulnerability frames for all players 80->70
- Vulnerability frames from stacking QSJ remains the same at all amounts (1 sub still only reduces to 58)
Special Saver (SS)
- No longer activates when using special
Intensify Action (IA)
- New curve created in between blaster curve and normal curve (same curve as SSU for heavy weapons)
- New curve applied to all blasters and shooters, excluding luna and s-blast
- Increases midair charge speed for chargers bows and splatlings by up to 2x. Excluding squiffer (same curve as IA effect on squid surge)
Sub Resistance (SR/Sub Res)
- Removed
- Ideally, this would be replaced with something like cold-blooded from splatoon 2, but designing a whole new ability is a bit too much for the intended scope of this patch.
Run Speed Up (RSU)
- Improved stacking on run speed while shooting by 20% to all non shooter/splatling weapons
Ink Saver Main (ISM)
- Improved stacking in small amounts for douser dualies, tri-stringer, painbrush, and dualie squelchers
Quick Respawn (QR)
- Slightly more effective in small amounts (same curve as SPU effect on ultra stamp duration)
- Reduced max effect 3.5->3.85
Sub Power Up (BPU)
- Point sensor and angle shooter
- No longer affects range/velocity
- Increases aoe/trail duration by up to 1 second
- Toxic mist
- Increases aoe duration by up to 3 seconds
- Splash wall
- No longer increases hp
- Increases duration by up to 3 seconds
- Sprinkler
- Increases high power phase by up to 5->8 seconds
- Increases mid power phase by up to 2->15 seconds (this way you can hypothetically double both phases duration)
- Increases radius by up to 20%
Special Power Up (SPU)
- Big bubbler
- Acts as sub power up for the beakon
- The game will now prioritize jumps to the beakon over players when the cursor is on both at once. This is to ensure the player is not cheated out of a faster jump because teammates are in the bubble.
- No longer increases hp.
- Increases duration by up to 4 seconds (does not increase cooldown)
- Acts as sub power up for the beakon
- Tacticooler
- Increases duration by up to 8->5 seconds
- Ink storm
- Increases duration by up to 2->4 seconds
- Slows down ink storm proportionally to its duration increase
- Wave breaker
- Increases tracking duration from placement by up to 1 second
- Triple splashdown
- No longer Increases paint radius
- Increases distance fists land from player by up to 20% (the fists remain the same distance from each other regardless of how much SPU the player uses)
- Reefslider
- Increases distance the rails extend (and therefore how far reefslider travels) by up to 40%
- No longer increases paint radius
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