Ketatnet
Inkling
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- Aug 15, 2017
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After v3.0, special saver was buffed to be more effective when using small amounts (Basically the qsj treatment). I've compiled some stats for special saver post patch including combinations with both respawn punisher effects.
For reference: gear values in x.y. x=mains, y=subs
Special Saver Normally -
.1 saver
lose 40% special
equal to Splat1 light depletion
-
.2 saver
lose 35% special
-
1.0 saver
lose 29% special
-
1.3 saver
lose 18% special
Respawn Punisher gives a stronger special penalty when you die while wearing it compared to dying to enemy RP, so heres values combined with both versions
Special Saver + Respawn Punisher (User)
No saver + RP
lose 72% special
-
1.0 saver + RP
lose 53% special
-
1.1 saver + RP
lose 47% special
-
1.2 saver + RP
lose 44% special
-
1.3 saver + RP
lose 40% special
equal to Splat1 light depletion
-
2.3 saver + RP
lose 33% special
Special Saver + Respawn Punisher (Enemy)
No saver + RP
lose 65% special
-
1.0 saver + RP
lose 48% special
-
1.1 saver + RP
lose 44% special
-
1.2 saver + RP
lose 41% special
-
1.3 saver + RP
lose 39% special
-
2.3 saver + RP
lose 31% special
Double Respawn Punisher
Using .1 saver is very worth it for the light depletion in my opinion, especially on frontliners like ttek and cblaster. Inkjet and bomb rush weapons in general benefit hard from it I would say.
As for RP, stick to 1.0 or 1.1. The small investment of just 1 main could make RP more viable, but anything beyond that is just too much of an investment.
Double RP is the worst possible timeline of slow as balls gameplay
For reference: gear values in x.y. x=mains, y=subs
Special Saver Normally -
.1 saver
lose 40% special
equal to Splat1 light depletion
-
.2 saver
lose 35% special
-
1.0 saver
lose 29% special
-
1.3 saver
lose 18% special
Respawn Punisher gives a stronger special penalty when you die while wearing it compared to dying to enemy RP, so heres values combined with both versions
Special Saver + Respawn Punisher (User)
No saver + RP
lose 72% special
-
1.0 saver + RP
lose 53% special
-
1.1 saver + RP
lose 47% special
-
1.2 saver + RP
lose 44% special
-
1.3 saver + RP
lose 40% special
equal to Splat1 light depletion
-
2.3 saver + RP
lose 33% special
Special Saver + Respawn Punisher (Enemy)
No saver + RP
lose 65% special
-
1.0 saver + RP
lose 48% special
-
1.1 saver + RP
lose 44% special
-
1.2 saver + RP
lose 41% special
-
1.3 saver + RP
lose 39% special
-
2.3 saver + RP
lose 31% special
Double Respawn Punisher
If you are wearing RP and an enemy kills you with their own RP/Haunt, you get get hit with a massive special penalty
Double RP
lose 88% special
Double RP
lose 88% special
Using .1 saver is very worth it for the light depletion in my opinion, especially on frontliners like ttek and cblaster. Inkjet and bomb rush weapons in general benefit hard from it I would say.
As for RP, stick to 1.0 or 1.1. The small investment of just 1 main could make RP more viable, but anything beyond that is just too much of an investment.
Double RP is the worst possible timeline of slow as balls gameplay