Stacking buffs vs Variety

Seabrooks

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KingDaiGurren
Over the past few days I feel like I've seen a wide variety of buffs used in various ways. However I have definitely seen some people stacking buffs like speed or defense while others seem to go for a cover all based type of load out.

In your opinion have you seen any significant difference when you've stacked buffs or are you like me in thinking that a pair of shoes with all speed has a placebo effect and doesn't make you all that fast?
 

Dylan1Kenobi

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Dylan1Kenobi
While stacking abilities does have some diminishing returns (especially with damage and defense) the other abilities tend to actually stack well. Most of the time if you roll a jackpot (three sub abilities that are the same) that's equivalent to having a primary ability of that type.

So yes, there is a significant difference. I sense a noticeable difference when I'm using different gear even if it's one less sub ability.
 

LancerStaff

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It's going to come down to stacking simply because there's not that many abilities worth using. Most skills are situational and weak. Outside of the exclusive abilities, only Ink Saver Main, Ink Recovery, Swim Speed and Quick Jump seem to be worth using outside of overly specific things.
 

RespawningJesus

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RespawningJesus
You are better off having three different main abilties, then trying to stack your subs.
 

Seabrooks

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KingDaiGurren
It's going to come down to stacking simply because there's not that many abilities worth using. Most skills are situational and weak. Outside of the exclusive abilities, only Ink Saver Main, Ink Recovery, Swim Speed and Quick Jump seem to be worth using outside of overly specific things.
Exclusive abilities being things like ninja squid, recon, etc?
 

AnchorTea

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AnchorageTea
You shouldn't focus on stacking abilities through main abilities since Ink Resistance and Ninja Squid exist. Focus on stacking through sub abilities. Trying to get as many different sub abilities is bad due to the fact that one sub ability of a certain ability won't make a dent of your stats.
 

Soul Train

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JSXian
Actually, the abilities you choose depends on your gun choice, playstyle, and what threats you want to cover. It's not about just getting a vague amount of % gain in nice categories; it's about knowing exactly what threats, weaknesses, and habits your abilities will cover.

Defense+ and Damage+
: I actually did an analysis of these abilities here, in quick table format. Example: if you play a short-range weapon (roller) and get destroyed by .52 Gals often - throw on a Defense+, allowing you to survive an extra shot from the gun. On the other hand if you play a .52 Gal and want to counter this, throw on a Damage+.

Ink Regen/Saver: the Pro and .96 Gal use up ridiculous amounts of ink - try one of these to counteract this. But if you use the Aerospray/Jr. - you won't need the ink at all.

Ninja Squid: I personally like this best for rollers - where sneaking around for the OHKO is crucial.

And so on. If your build centers around effective use of Sub (Customer Blaster, Forge Splattershot Pro), use the Sub Saver. If you find yourself getting outflanked a lot or use a Charger, use Recon to plan your approach while spawning. etc.
 

Seabrooks

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KingDaiGurren
Actually, the abilities you choose depends on your gun choice, playstyle, and what threats you want to cover. It's not about just getting a vague amount of % gain in nice categories; it's about knowing exactly what threats, weaknesses, and habits your abilities will cover.

Defense+ and Damage+
: I actually did an analysis of these abilities here, in quick table format. Example: if you play a short-range weapon (roller) and get destroyed by .52 Gals often - throw on a Defense+, allowing you to survive an extra shot from the gun. On the other hand if you play a .52 Gal and want to counter this, throw on a Damage+.

Ink Regen/Saver: the Pro and .96 Gal use up ridiculous amounts of ink - try one of these to counteract this. But if you use the Aerospray/Jr. - you won't need the ink at all.

Ninja Squid: I personally like this best for rollers - where sneaking around for the OHKO is crucial.

And so on. If your build centers around effective use of Sub (Customer Blaster, Forge Splattershot Pro), use the Sub Saver. If you find yourself getting outflanked a lot or use a Charger, use Recon to plan your approach while spawning. etc.
That's interesting. I tried applying my subs to my weapon (Aerospray RG) by having speed, and buffs that reduce respawn time but other than speed I didn't see any large changes
 

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