Me neither. He said he was addicted to it already on IRC.
JUST AS PLANNED.
So I have been studying this Japanese Splatoon 2ch wiki :
http://wikiwiki.jp/splatoon2ch/?%A5%AE%A5%A2%A5%D1%A5%EF%A1%BC%B8%A1%BE%DAAnd regarding weapon damage, damage up and defense there is some interesting data. It was generally said that Defense up or Damage up is quite useless because in no way your weapon will gain damage to reduce the number of shots to splat. For example: A Gal .96 will always 2 shot and the Pro will always 3 shot no matter how much you stack.
Click on 攻撃力アップ to see the table of weapon damage. First column is base damage. Next three is sub 1/2/3 and last three columns are main atk up 1/2/3. Yellow cell means that the weapon has gained its ATK up limit. Yes, a weapon has a limit on how far it can be boosted. Notice how some weapons hit this mark earlier than others.
So what is the use of ATK up / DEF? Well, in case of Blasters and blast radius, this will make a huge difference. Notice ホットブラスター (爆風) entry in the table. This is Blast Radius when you don't direct hit but make the enemy get caught in the explosion. Base damage is 50, meaning a two-hit splash will splat the enemy. This can be easily confirmed, because in Tower Control I need 2 shots with splash to clean people on it. But there were moments I needed three hits. And this is where ATK up or DEF up come in play. Anybody who has DEF up will effectively put me on 3 hit splash to splat. To counter this, I need ATK up or suck it up and fire 3 shots. In case of Tower Control or any other form of skirmish, this can mean win or lose.
So is ATK / DEF only restricted to Blaster play? This isn't quite visible from all these stats. Assumptions are made that Chargers don't need to max-charge when they have ATK up, leading to effective use of their play. Second assumption is that they can spam the trigger when doing close combat and deal more damage. Though any charger data is misisng. They only analysed the shooters, spray and blasters.
To sum up ATK / DEF roughly:
- Weapons have a limit for +dmg
- Blaster's splash damage will benefit from atk up if enemy has def up. (Countering)
- Speculations/assumptions chargers benefit from atk up allowing splats with no-max-charge
However, this is just roughly analysed. The thing gets more complex because ATK and DEF seem to have a formula for countering each other. See 攻撃&防御 section for that. But since I lack proper JP skills, can't really make sense of this.
Lastly for now in this post I want to highlight Tenacity
(逆境強化 on the wiki). If I have to judge these values then I find Tenacity not really useful. (The items are fancy though). Before that, I noticed that while I am NOT carrying a Tenacity item. I noticed that my Special Gauge is refilling slowly for some unknown reason. I am not sure why and what exactly causes this. If anybody has an idea, feel free to input. It isn't mention on the wiki afaik.
According the data, with one person down, your gauge would fill up in 90 seconds. With 2 down around 54s. Three is unknown for what ever reason. A respawn takes 6s if the Inkling has no abilities empowering this. Probably they tested the values by forcing a disconnect / leave and then monitoring the gauge refill.
> When 1 teammate is down, it takes 90s to fully fill then that means it fills up 100/90 = 1,11 per second. So you gain 6,66 until your ally spawns.
> When 2 teammates down > 100/54 = 1,85, so that is 11,1 filled until they both spawn. (Assuming both allies died at same time (dual splat)).
If you ask me, any extra special fill is useful but to sacrifice a main ability is in my opinion questionable. Not going to say it is useless, but we've just seen that you can practically get 0% or close to just 7% loss if you spam Special Saver gear.
Of course, in the end it is all about SITUATION. I've seen people in Rainmaker spam Movement up abilities so the penalty of the Rain maker is reduced. If you're a shooter, you will benefit heavily from the Ink Saving ability. Etc etc etc.