Splatoon 3 Side Order - In Depth Damage & Health Numbers

Published 2024-03-24

All Comments (21)
  • I just realized the icon pictures i used on sub/special type damage attacks are incorrect. The picture on the bottom left for things like sprinkler should be of the ink damage chip only, instead i used the two main damage chips...my bad
  • @ladlegard1757
    Those transitions are really charming! Great work on the in-depth Side Order videos! I always love learning about the specific numbers behind interactions.
  • Finally!! I've been looking for anyone to mention that Asynchronous Rondo can take poison damage, similar to portals. Good video all around
  • @milfmacron
    The knowledge that wall scales with rush damage might make it possible for me to finish that wall only challenge i tried a while ago
  • @Littlediesel006
    This really is a diamond in the rough video and channel, I’m so glad someone is covering the semantics, as there are a lot of misconceptions on what damage types influence what, and most people think certain ones are universal even though some are either specialist or flat out don’t work, like main attack on a rollers roll
  • @Magic_Mango
    This video is actually really well-made! I respect your dedication to finding all this data!
  • @bluekirby_64
    This was very helpful, especially for the damage types of each attack; I didn't know sound damage bypassed armor nor that so many things dealt rush damage (Wall??). Thank you.
  • @Littlediesel006
    I love seeing the numbers compiled and documented accurately and with care, I’ll sub cause I respect you instantly for it
  • @magolor0639
    Thanks for this Video, it is really helpful. As a shortcut to remember how much damage each attack does, we can mostly just multiply the pvp numbers by 10. Bombs deal 180 damage in pvp, they deal 1800 damage in side order. This doesn't apply to everything for example the Splatling, Dualies or Splattershot but is a nice way to estimate damage. But I would like to know how much damage the enemies do to the player. Judging the Player as 1000hp, normal Enemies at least do 500 damage, breaking the armour while hackless but not with any damage reducing hacks. Battering lentos deal 1000 damage, breaking the armour even at normal damage. Can the drizzlers even do damage, I can't remember them ever hitting me.
  • @natlus_
    These are pretty rough measurements since controlling pearl drone’s damage is about impossible. Marina Agitando has ~40,000 health Overlorder (Spectrum Obligato) has ~4,000,000 health
  • @squiddler7731
    Oh, also a weird niche mechanic with damage from blaster specifically: with peircing, you can hit a direct attack and still get the explosion aftwards when that would normally be impossible. This doesn't allow you to hit the same enemy twice though, the blast won't affect any enemy hit by a direct under normal circumstances. However, if you have enough splash damage that the explosion does more then a direct, then they will get hit twice, and the second hit will only do enough damage so that the total adds up to whatever the blast alone would do. The game essentially makes it where whenever you have multiple instances of damage from a single attack, you will always get exactly whatever the highest damage instance was, never less from the first hit overriding the second, and never more from multiple hits adding together. Something similar happens with trizooka too. It has three hitboxes which each have a splash of 53 and direct of 220 that doesn't stack, but if you were to get hit first with the 53 splash of one hitbox and the 220 direct of another, you'd still take exactly 220 damage rather than it being canceled out by or added with the 53 splash damage.
  • There's two damage sources you missed: First is the soundwave released from a tower clearing a checkpoint. Its sound-type and deals 500 damage at base...and curiously also does NOT ignore armor. Yes I made sure it was sound type, it was 500 before I got a sound damge chip(first level raises it to 150%, so 750 afterwards), but earlier(before I got the sound damge chip) vs the clam mouth enemies, it only did 125 damage, as in the quartered damage from armor. Next is the splash radius from the Ultra Stamp hitting the ground. NOT THE THROW, I'm talking about the normal swings. It deals 400 explosion-type damage at base. Tecnically there's a third source as well, the converted bombs from the clam enemy can turn into either toxic mist or splat bombs, but I imagine that the converted splat bomb behaves exactly like the normal player version. There's no need to mention in the video the Full Spectrum/Color Wail special in the first overlorder battle final phase because there's no variance to it...and activating it basically ends the battle.
  • @bensnacks
    This had to have taken so much work.. super impressive video, thanks!
  • @torbjornstoes
    thanks for this! i've been wondering what enemies' health number are!
  • @asheevee_
    did the labbing, the frame counting, the whole 9 yards for overlorder phase 4 looking like a flat 2,100,000 health using a splattershot firing every 3 frames, 1920 damage per shot, never letting go of the trigger, constantly moving to never run out of ink, and staying far enough away so that pearl doesn't attack and screw up my numbers, it was exactly 3070 frames (51 seconds!) inclusive between the first and last shots leaving the gun--- that's 1090 shots, which added on top of the 9000 damage done by pearl's ink mines, makes the total damage dealt a whopping 2101800, which is very likely rounded down to the flat 2.1 million
  • @cousinparty7266
    I believe for rondo which floors have lights on them are random, I remember having lights on the eighth floor instead of the ninth before