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[Splatoon 2] Remaining HP When Using Blast Mitigation Gear (Detailed Version)

Author: sora3108Executions: 5065

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[Splatoon 2] HP Remaining Calculation When Using Blast Mitigation Gear (Detailed Version)
A simplified version is also available.
Damage that can be reduced → Damage from sub-weapon blast effects (excluding direct hits other than Quibos) and special move blast effects (excluding direct hits)
Damage that cannot be reduced → All damage other than the above
Number of frames spent stepping on enemy ink → 1 second = 60 frames. *If the value exceeds 80, please enter 80.
* Please enter values for main gear count between 0 and 3, and for sub-gear count between 0 and 9.
If you enter any other values, the calculation may not be accurate.
* We do not currently calculate slip damage reduction due to ink resistance. We will add this once the calculation formula is known.
HP
Reducible Damage
Damage that cannot be reduced
Number of main gears
Number of sub-gears
Number of frames since stepping on enemy ink
Remaining HP 
If HP is positive, you survive; if it’s negative, you die.

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