Katastrphik
Full Squid
- Joined
- May 23, 2015
- Messages
- 37
- NNID
- allidactyl
EDIT 2: Looks like the exact numbers have been found from the strategy guide. This could still prove useful for what is and isn't affected, but I'd suggest using these for judging effectiveness.
Abilities Explained
Equipment Skill Numbers
Got as far as I can with damage/defense, so I decided to go into the lab on the next set of abilities people are most likely to use - Speed.
For this I used the test area again. It has some convenient place dotted lines on the ground, which serve as good enough visual clues to make a start/finish line. I started from the point you spawn in, then moved straight until the line before the balloon you would bump into. In retrospect, it probably would be more accurate to test as long a distance as possible, but this will do for now.
Please note the areas where errors in the data could occur: Not moving exactly straight or not getting a frame on the start/finish line.
Once again, I only tested Main Abilities here, as I do not yet have enough Sub speeds to test with. Also note that Run Speed and Swim Speed are two separate abilities.
EDIT: These numbers are just the times it takes to travel between 2 points. I don't have a sure way to measure distance outside of just assuming in order to get a m/s value. A hard value would be awesome, but I don't have a good enough setup to get exact times anyways, in which case nailing down exact amount of increased speed would be impossible. If somebody can get better data, as well as how the minor abilities interact with the diminishing returns, that would be awesome.
Now let's analyze the data a little bit.
If we look at this we can see that Run Speed gives a larger bonus than Swim Speed. However the Swim Speed is still fairly strong.
Looking at movement while firing shows that a weapon has a hard value penalty every time you start shooting. Also some weapons slow you down a little (Jr.) others slow you down almost completely (Blaster).
The penalty for Stealth Swim is pretty low, and could most likely be offset with just a Sub Swim Speed.
The Kraken is affected by Swim Speed, but not Stealth Swim, or unclaimed turf. I'm unsure if enemy ink slows the Kraken down at all.
I also wanted to see if acceleration could be increased, since that would be most important in a bob and weave ink fight. As far as I could see, it is unaffected. The acceleration time is extremely low however. I'm fairly certain that you hit top speed before your screen is flooded with the white lines.
Last up is wall climbing. For this I used the wall directly behind you when spawning in. It has 2 divots in the texture which I used as a start/finish line. I also took a run up to have speed before reaching the start line. The data shows that climbing time is constant (account for margin of error), however your momentum seems to transfer from the ground. What that means is that if you start climbing with a high speed, you should be able to go faster than the standard climbing speed for a short while.
Lastly, spamming the jump button while wall climbing makes a good difference.
That's all for now. I will look into other abilities as the need arises.
Abilities Explained
Equipment Skill Numbers
Got as far as I can with damage/defense, so I decided to go into the lab on the next set of abilities people are most likely to use - Speed.
For this I used the test area again. It has some convenient place dotted lines on the ground, which serve as good enough visual clues to make a start/finish line. I started from the point you spawn in, then moved straight until the line before the balloon you would bump into. In retrospect, it probably would be more accurate to test as long a distance as possible, but this will do for now.
Please note the areas where errors in the data could occur: Not moving exactly straight or not getting a frame on the start/finish line.
Once again, I only tested Main Abilities here, as I do not yet have enough Sub speeds to test with. Also note that Run Speed and Swim Speed are two separate abilities.

EDIT: These numbers are just the times it takes to travel between 2 points. I don't have a sure way to measure distance outside of just assuming in order to get a m/s value. A hard value would be awesome, but I don't have a good enough setup to get exact times anyways, in which case nailing down exact amount of increased speed would be impossible. If somebody can get better data, as well as how the minor abilities interact with the diminishing returns, that would be awesome.

Now let's analyze the data a little bit.
If we look at this we can see that Run Speed gives a larger bonus than Swim Speed. However the Swim Speed is still fairly strong.
Looking at movement while firing shows that a weapon has a hard value penalty every time you start shooting. Also some weapons slow you down a little (Jr.) others slow you down almost completely (Blaster).
The penalty for Stealth Swim is pretty low, and could most likely be offset with just a Sub Swim Speed.
The Kraken is affected by Swim Speed, but not Stealth Swim, or unclaimed turf. I'm unsure if enemy ink slows the Kraken down at all.
I also wanted to see if acceleration could be increased, since that would be most important in a bob and weave ink fight. As far as I could see, it is unaffected. The acceleration time is extremely low however. I'm fairly certain that you hit top speed before your screen is flooded with the white lines.
Last up is wall climbing. For this I used the wall directly behind you when spawning in. It has 2 divots in the texture which I used as a start/finish line. I also took a run up to have speed before reaching the start line. The data shows that climbing time is constant (account for margin of error), however your momentum seems to transfer from the ground. What that means is that if you start climbing with a high speed, you should be able to go faster than the standard climbing speed for a short while.
Lastly, spamming the jump button while wall climbing makes a good difference.
That's all for now. I will look into other abilities as the need arises.
Last edited: