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Weapon Damage Data (WIP)

Osha

Full Squid
Joined
May 28, 2015
Messages
35
Location
France
NNID
Oshawatt

Osha

Full Squid
Joined
May 28, 2015
Messages
35
Location
France
NNID
Oshawatt
I've updated the spreadsheet with what's been suggested to me on Reddit. Namely price, levels (incomplete as of now), range, and sub / special lifespan.
I also added the charge time for the chargers.
 

D_Neon

Inkster Jr.
Joined
May 9, 2015
Messages
25
NNID
D_Neon_Lamp
This is really awesome. Looks like I'll be running Splattershot Pro, since it has the loadout I want most.
 

Osha

Full Squid
Joined
May 28, 2015
Messages
35
Location
France
NNID
Oshawatt
This is really awesome. Looks like I'll be running Splattershot Pro, since it has the loadout I want most.
Do be careful though, because it uses your ink tank really fast. Try to stack a few Ink Saver abilities if you can, it should help.
 

Reila

Inkling Fleet Admiral
Joined
Feb 8, 2014
Messages
877
My boy Aerospray MG is right up there. Such a great weapon.
 

CloneHat

Inkster Jr.
Joined
May 9, 2015
Messages
22
NNID
CloneHat
Thanks a lot. Do you know what the base and max health is on a squid?
 

Osha

Full Squid
Joined
May 28, 2015
Messages
35
Location
France
NNID
Oshawatt
Thanks a lot. Do you know what the base and max health is on a squid?
I know the base health is 100. And 3 stacked Defence Up reduce damage by approximatively 13.3% if that's what you mean by maximum health.

I have a favour to ask, if anyone could tell me the levels required to unlock the weapons from level 1 to 10, I'd appreciate it.
 

Aerodrome

God of Thunder
Joined
Jul 15, 2012
Messages
25
Location
Australia
How much extra damage is the Damage Up clothing buff? It doesn't seem to change anything in the test map.
 

Overmaster

Inkling
Joined
Jun 1, 2015
Messages
7
Location
Diamond City
How much extra damage is the Damage Up clothing buff? It doesn't seem to change anything in the test map.
I assume 3 Damage Ups are also 13.3% for symmetry, but I'd love to know for sure as well.

Is 1 Defense Up a 10% increase? If so that's some very reduced stacking. Can anyone tell me?
 

bluecrow

Senior Squid
Joined
Dec 5, 2014
Messages
70
I assume 3 Damage Ups are also 13.3% for symmetry, but I'd love to know for sure as well.

Is 1 Defense Up a 10% increase? If so that's some very reduced stacking. Can anyone tell me?
2 is like 9.25%
3 is 12.5%
can't remember one

Edit: refer to this
 

jam1garner

Inkling
Joined
Apr 24, 2015
Messages
9
NNID
jam1garner
Would be nice to see Damage Per Second (DPS) instead of damage per shot, as DPS is more easily comparable. Example: for the E-Litre 3K the DPS is 125.4375 while the Classic Squiffer is 200 DPS. Obviously it doesn't help much comparing 2 charge based weapons, but would definitely help comparing Splatter weapons to charged weapons.
 

Corgian

Inkling
Joined
Dec 14, 2014
Messages
3
NNID
Corgian
I love you for making this, but can I ask for some info on the Rate of Fire as well? It'd help for comparing data. Thank you so much for making this.
 

Kodidro

Full Squid
Content Team
Joined
Jun 3, 2015
Messages
39
I think most of this has been found already from what I've seen, but I did some testing on the weapons myself and just jotted them down in my notes:

~~~~MAIN WEAPONS~~~~

_______________________________

Chargers
_______________________________

-E-liter 3k
7.5 yard range
Holds 3.5 charges
Splatting potential at ~75% charge

-Kelp Splatterscope
6.25 yard range
Holds 5.8 charges
Splatting potential at 100% charge

-Squiffer
4.25 yard range
Holds 9.5 charges
Splatting potential at 100% charge

-Splat Charger
5.75 yard range
Holds 4.5 charges
Splatting potential at 100% charge

-Hero Charger Replica
-same as Splat Charger-

_______________________________

Shooters
_______________________________

-Splattershot Jr
3 yard range
Holds ~16 seconds of continual fire
Splatting potential with 4 direct hits
1.5 yard spread

-Splattershot
3.6 yard range
Holds ~11 seconds of continual fire
Splatting potential with 3 direct hits
.75 yard spread

-.52 Gal
3.6 yard range
Holds ~12 seconds of continual fire
Splatting potential with 2 direct hits
.75 yard spread

-N-ZAP '85
3.6 yard range
Holds ~10 seconds of continual fire
Splatting potential in 4 shots
.75 yard spread

-Aerospray MG/RG
3 yard range
Holds ~13 seconds of continual fire
Splatting potential in 5 shots
1.5 yard spread

-Jet Squelcher
5.5 yard range
Holds ~7.5 seconds of continual fire
Splatting potential in 4 shots
.5 yard spread

-Blaster
2.5 yard range
Holds ~12 seconds of continual fire
Splatting potential in 1 shot (2 from blast)
.5 yard spread (1.25 from blast)

-Splattershot Pro
4.5 yard range
Holds ~6.5 seconds of continual fire
Splatting potential in 3 shots
.5 yard spread


-.96 Gal
4.5 yard range
Holds ~8 seconds of continual fire
Splatting potential in 2 shots
.75 yard spread

-Rapid Blaster
3.5 yard range
Holds ~8 seconds of continual fire
Splatting potential in 2 shots (3 from blast)
.5 yard spread (1.25 from blast)

-Dual Jet Squelcher
4.5 yard range
Holds ~8 seconds of continual fire
Splatting potential in 4 shots
.75 yard spread


_______________________________

Rollers
_______________________________

-Roller
3.5 yard range
Holds 11 shots, or ~10 seconds of constant rolling
Splatting potential in 4 hits (max range)
1 yard width

-Dynamo Roller
5.25 yard range
Holds 6 shots, or ~12 seconds of constant rolling
Splatting potential in 4 hits (max range)
1.25 yard width



~~~~SUB WEAPONS~~~~

_______________________________

-Sprinkler
2.5 yard range (5 yards from edge to edge)
Only one active at a time

-Burst bomb
3.25 yard range
1 yard of spread from explosion (~2 yards of "shrapnel")
4 per tank
Splatting potential in 2 hits (5 from spread)

-Ink Mine
0 yard range
1.75 yard spread
Splatting potential closer to center of the mine (~.5 yards from center)

-Splat Bomb
3.5 yard range
1.25 yard spread from explosion (~4.5 yards of "shrapnel")
1 per tank
Splatting potential from explosion damage
Detonates ~1 second after landing

-Seeker
Infinite range (goes until it hits a wall/target)
1 yard spread from explosion
1 per tank
Splatting potential from direct hit

-Splash Wall
1.25 yard range
1 yard width
~6 seconds long

-Point Sensor
3.25 yard range
~3 yard Width
Lasts ~10 seconds

-Disruptor
3.25 yard range
~2 yard width
Lasts ~5 seconds

-Suction Bomb
3.25 yard range
1.75 yard blast radius (~4 yards of "shrapnel")
detonates after ~1.5 seconds of sticking to a surface


~~~~SPECIALS~~~~

_______________________________

-Bubbler
Lasts 5 seconds

-Bomb Rush
Lasts 6 seconds
Can throw 16 Burst Bombs or 11 Splat Bombs

-Inkzooka
Lasts 6 seconds
Can shoot 6 times
6.75 yard range

-Killer Wail
Lasts 4 seconds (1 second windup)
Infinite range
~2 yard width

-Echolocator
Lasts 12 seconds

-Kraken
Lasts 6 seconds
Covers .5 width while moving

-Inkstrike
Covers 3.75 yards (end to end)
3 second delay (from when location is chosen)

For reference, "Yard" in this case means the distance between two lines in the training area.

Also sorry about the length, don't really have a better way to post it :s
 
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