Weapon Stats & DPS Calculator
#26
Posté 23 avril 2012 - 07:03
That said, I'm not noticing an appreciable difference in damage potential between the Black Widow II and the GPS X if you Headshot with the Black Widow. Most everything dies in a single Cloak Cycle if you are good and can get headshots, and you only need headshots against boss NPC's and Pyros to kill them in 1 clip. Everything else is a single shot to strip shields followed up by a single shot to kill. If the GPS could Headshot it would be the highest damage potential in the game, even above the Javelin, and would 3 shot primes from full shields to dead.
Very interesting.
#27
Posté 23 avril 2012 - 11:20
#28
Posté 23 avril 2012 - 11:50
#29
Posté 23 avril 2012 - 11:55
#30
Posté 23 avril 2012 - 11:58
nope it does not.xlegionx wrote...
does the calculator take into account the the damage of a charged GPS shot?
charged GPS and graal shots do 2x damage but take 2 seconds to charge though.
So the sustained DPS on charged shots is inferior to just spamming uncharged shots.
it improves the burst DPS I suppose
I haven't decided how exactly to implement charged weapons.
maybe I should just plug it into the burst DPS? or maybe there should be a variable asking the player whether or not they plan to charge their weapon, etc.
but as a rule of thumb for GPS and graal, burst DPS is about 4/3x higher factory in charge up.
Sustained DPS is lower if you factor in full charge.
edit: fixed an oversight where javelin charge up time wasn't being accounted for.
Modifié par Grimy Bunyip, 24 avril 2012 - 12:06 .
#31
Posté 24 avril 2012 - 12:49
Also just found out about "instantfire" damage, apparently the GPS deals less damage than advertised on coalesced.ini
45% less when you're just spamming, and it only deals 100% damage when you fire a charged up shot.
anyways yeah added an option to account for charge up shots
#32
Posté 24 avril 2012 - 03:09
#33
Posté 24 avril 2012 - 11:41
have been updated.
Including 45 -> 50% damage boost from adrenaline rush.
Also did a few bug fixes, including one on how min refire time factors into DPS.
It was giving the saber a particularly bad number.
#34
Posté 25 avril 2012 - 03:27
But I found some bugs, for example, I turn off tactical cloak, set my level to zero, removed weapon mods, but I cannot set the mantis X to its base damage 769.5 (it always shows 1131.2), also the Predator X's damage shows 77.2 instead of 73.5
#35
Posté 25 avril 2012 - 06:04
MarvinT42 wrote...
Excellent work, excellent work indeed.
But I found some bugs, for example, I turn off tactical cloak, set my level to zero, removed weapon mods, but I cannot set the mantis X to its base damage 769.5 (it always shows 1131.2), also the Predator X's damage shows 77.2 instead of 73.5
the former must be an error with how sniper rifle damage on TC rank 6 is being calculated, I'll look into that.
the latter must be coming from salarian operative.
Rank 3 SO gives +5% weapon damage, which is being reflected in your predator.
#36
Posté 25 avril 2012 - 07:12
#37
Posté 25 avril 2012 - 07:15
#38
Posté 25 avril 2012 - 06:23
#39
Posté 25 avril 2012 - 10:25
#40
Posté 25 avril 2012 - 11:48
sorry i never understood what DPS stood for (damage per shot??)
and what it the difference between regular, burst, and sustained dps?
Modifié par cgtrfghj7, 25 avril 2012 - 11:49 .
#41
Posté 26 avril 2012 - 05:38
Sustained DPS is your dps including your reload.
Burst DPS is your the dpsyou can do starting from the moment you aim your gun out of cover to the moment you stop shooting
im not sure what you mean by regular dps, I'm guessing you mean damage per shot.
in which case that's exactly what it is, damage per shot
#42
Posté 26 avril 2012 - 08:03
added melee and heavy melee damage into the calculator
#43
Posté 27 avril 2012 - 12:38
#44
Posté 28 avril 2012 - 01:48
#45
Posté 28 avril 2012 - 06:20
#46
Posté 29 avril 2012 - 02:54
#47
Posté 29 avril 2012 - 04:26
I'm not sure, but how I BELIEVE spawn mechanics work are as follows:Skittls wrote...
Do you think you could explain what "Wave Costs" are? I imagine it has something to to with the total amount of enemies in a wave, but I haven't heard that game mechanic explained yet.
every wave has a "wave pool"
and every time the enemy spawns a monster, it costs the wave cost of the mob being spawned.
the game places a cap on the # of each type of monster that can be spawned at a given time.
Like cerberus gold is limited to 1 phantom on wave 4
and 2 later on
and then like 4 on wave 10
so if you never kill any of the first 2 atlases that spawn in a wave but kill everything else, and save the atlases for last.
you'll only fight 2 atlases.
just a theory though, if a bio dev could give feedback on this, that'd be great
I pulled the wave cost from coalesced.bin
#48
Posté 29 avril 2012 - 03:23
Modifié par xlegionx, 29 avril 2012 - 03:28 .
#49
Posté 29 avril 2012 - 04:09
It's just a straight 1.2x to the damage per shot.
My bigger concern is that if I start factoring in non-passive powers, I should do them all at once.
And that's a tall order I don't feel like filling yet.
#50
Posté 30 avril 2012 - 01:29





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