User:Trig Jegman/Draft/Custom Douser Dualies FF: Difference between revisions

From Inkipedia, the Splatoon wiki
mNo edit summary
Tag: Reverted
mNo edit summary
Tag: Manual revert
Line 1: Line 1:
{{delete|Name is speculative and specific info is lacking, page should be made not at all or as a draft until the proper name is known}}
{{Construction}}
{{Construction}}
{{Future}}
{{Future}}

Revision as of 05:54, 17 May 2024

This page or section is under construction.
Please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible!
Can you help us get it done?
Fuuuuuture!
This article or section discusses unreleased content. Information is subject to change.
Please review our policy on rumors and leaks before adding leaked information.


Custom Douser Dualies FF is a main weapon in Splatoon 3. It is the Custom version of the Douser Dualies FF

Appearance

The Custom Douser Dualies FF now boast a new yellow and blue colour scheme compared to the Douser Dualies FF's green and red.

Splatoon 3

Trig Jegman/Draft/Custom Douser Dualies FF

Trig Jegman/Draft/Custom Douser Dualies FF

Basic information
Category Main
Class Dualie
Sub
Special
Special points
Special depletion
Range
78 / 100
Damage
20 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
25 / 100
Durability
Handling
Level
Cost
Requirement
Added in Sizzle Season 2024 (8.0.0)
Weight
Base damage
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The Custom Douser Dualies FF were revealed in the Sizzle Season 2024 trailer on 16 May 2024 and will be released on 1 June 2024. The sub weapon and special weapon are unknown.

Data

  • The ink consumption is 1.4% per shot, allowing the user to fire for 9.52 seconds on a full ink tank.
  • When firing continuously, it shoots a bullet every 8 frames (7.5 shots per second).
  • When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes 12 frames to come out.
  • The interval between firing the weapon and being able to enter swim form or use a sub weapon is 4 frames.
  • When firing while moving, the player's movement speed is set to 0.07 units per frame.
  • Each shot has a base damage of 25.5 and minimum damage of 12.8.
  • If a shot is in the air for more than 9 frames after being fired, it will lose about 1.59 damage per frame until it reaches 12.8 damage at frame 17.
  • The bullet hitbox for collisions with players has a radius of 0.25 units.
  • The bullet hitbox for collisions with the environment has a radius of 0.2 units.
  • The angle its shots can deviate while on the ground is 2.5 degrees.
  • The angle its shots can deviate while in the air is 8.0 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The weapon starts off having a 10% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 4% per shot, and maximizes at a 30% chance to shoot towards the outer reticle, meaning that it takes 5 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 8 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 0.5% per frame, if the chance is not already at the minimum, meaning that it takes 48 frames to reach maximum accuracy. (68 after shooting while jumping.)
  • Shots initially travel straight at a rate of 2.8 units per frame for 5 frames. Shots travel straight for 14 distance units.
    • After that, the shot's velocity is set to 2.7 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
  • The effective range is about 17.99 units.
    • This number may vary at different firing angles.

Rolling

  • Each roll consumes 12% of the ink tank capacity.
  • The user can roll 1 time without interruption. After this, there is a delay before the player can roll again.
  • Rolls cover an initial distance of 5.5 units during the rolling animation, plus an additional 1.2 units of sliding afterwards.
  • After performing a roll, it shoots a bullet every 4 frames.
    • The ink consumption per shot remains the same, so the player can fire for 4.76 seconds on a full ink tank after rolling.
  • Damage per shot does not change after rolling.
  • The angle its shots can deviate in the post-roll state is 2.3 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
  • The Trig Jegman/Draft/Custom Douser Dualies FF cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
  • The rolling state can be broken down as follows:
    • After a 4 frame startup, the roll animation lasts for 16 frames, after which a second roll can be inputted, if available.
    • After the roll completes, it takes 6 frames before the weapon can be fired. After an additional 39 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
    • In total, this takes 65 frames.
  • After rolling, shots initially travel straight at a rate of 2.4 units per frame for 4 frames. Shots travel straight for 9.6 distance units.
    • After that, the shot's velocity is set to 2.35 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
  • The effective range is about 13.33 units.
    • This number may vary when firing at different angles.
  • Rolling creates a pool of ink with a radius of 2.0 units.

Quotes

Badges

Gallery

References