Aller au contenu

Photo

Weapon Stats & DPS Calculator


  • Veuillez vous connecter pour répondre
103 réponses à ce sujet

#76
RBX250

RBX250
  • Members
  • 32 messages
On your weapon stat sheet you have on the Ultra-Rares section a stat that says "Ultras per Spectre Pack = 18.44." This is stated incorrectly. You want Spectres per Ultra (or a different decimal value).

Just curious though, how did you get your 18.44 value? I assume you are using a weighted sum of PSP's and SPs, but if this is the case shouldn't you get 18.92?

(219 + (250*2))/38 = 18.92

#77
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages
haha yeah whoops i worded that wrong.

and yes that's how it's calculated.
It should be correct.
Right now it's (219 + 261*2)/39 = 19.00 which is correct

#78
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages
Bump, I decided to take a crack at effective firing distance.

Sorry the spreadsheet I'm working on is a bit messy and convoluted.
Effective range is being calculated as your ability guarantee that all your bullets land on a circular target of 0.25m radius at the stated distance.

Auto range is your effective range if you're firing as fast as you can from the hip.
Zoom range is your effective range if you're firing as fast as you can from zoom.
Max Z Range is your effective range if you burst fire, and let your reticle shrink between shots.
And no I do not account for projectile travel time.

Spreadsheet

I am interpretting aim error to be in degrees
fire penalty to be 100x the amount of degrees your aim error increases with each bullet
and fireinterpspeed as the degrees per second your aim error restores itsself at.

Not positive if this is exactly how it works, but after running a few tests with a few guns, namely carnifex, tempest, and phalanx, it seems accurate.

Although the gun's recoil shakes you left and right as well as up and down.
and I am not accounting for recoil of any sort.

Modifié par Grimy Bunyip, 16 mai 2012 - 11:53 .


#79
takfar

takfar
  • Members
  • 49 messages
Nice! Thanks for posting and updating.

#80
Jvirgil

Jvirgil
  • Members
  • 14 messages
what does the 'no cycle loss' at the bottom mean?

#81
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages

Jvirgil wrote...

what does the 'no cycle loss' at the bottom mean?

one of the weapon sheets accounts for human error.

no cycle loss is the same sheet, but it assumes you are a robot and make no mistakes :P

#82
EvilDeity

EvilDeity
  • Members
  • 189 messages
There seems to be an issue with the Crusader, it doesn't return any values.

#83
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages
I added a spot for the reegar combine
meaning old copies may be bugged.
when was your copy downloaded?
does making a new copy fix the issue ?

#84
EvilDeity

EvilDeity
  • Members
  • 189 messages
I made a new copy and that fixed it. Thanks.

#85
EvilDeity

EvilDeity
  • Members
  • 189 messages
Now that it's fixed I've noticed an error with the Crusader: Regardless of rank set it always uses the base damage of 486.6.

EDIT: Hurricane is the same.

Modifié par EvilDeity, 26 mai 2012 - 10:09 .


#86
Vubica

Vubica
  • Members
  • 474 messages
cheers for the stuff mate :D the weapons sheet gave me a headache tho lol :D.

#87
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages
cheers vubi :P
ill have to double check the spreadsheet for the error on weapon ranks, cant think of what might be causing it atm.

#88
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages

EvilDeity wrote...

Now that it's fixed I've noticed an error with the Crusader: Regardless of rank set it always uses the base damage of 486.6.

EDIT: Hurricane is the same.

just another typo i ran into since I added slots for the 3 new guns =s
i guess I haven't optimized the sheet for me to add new stuff in yet.

it's fixed now, but you'll have to make a new copy to update it.

#89
starwolf1001

starwolf1001
  • Members
  • 217 messages
you know what, that is very helpful, thanks

#90
Clarkkent434

Clarkkent434
  • Members
  • 95 messages
Grimy what Cloak Rank 10? on your weapons sheet? I thought Cloak went to only rank6.

#91
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages

Clarkkent434 wrote...

Grimy what Cloak Rank 10? on your weapons sheet? I thought Cloak went to only rank6.


that tab is a list of cloak dps of weapons at rank 10

#92
CYB3RFR34K

CYB3RFR34K
  • Members
  • 286 messages
thanks really usefull

#93
StarStruck010

StarStruck010
  • Members
  • 804 messages
Hey Grimy, I noticed another discrepancy with your calculator. The Reager Carbine is considered an Assault Rifle not a shotgun.

Also any ideas when you'll look at adding the new classes, and anything I can do that would help?

#94
atum

atum
  • Members
  • 1 422 messages
This is awesome, finally took some time to check it out and its very cool indeed.

One thought about the reload cancel true/false. Does it really assume 50% faster? My experience with reload cancelling is you get about 30-40% of the time shaved off (roughly). Thought that's just my perception.


Anyways, thanks for making this.

#95
Tybo

Tybo
  • Members
  • 1 294 messages
Hey Grimy, thanks for the calculator, it's very useful. I do have one question/concern. Are you sure that you are implementing the ammo power bonus correctly?

I was stasis paladin sniping with an asari vanguard. Using your calculator, I figured that an asari vanguard with the headshot rank 5 and the weapon damage rank 6 passives, with warp ammo 2, a rail amp 2, and a paladin 4 could 2 shot phantoms with headshots in stasis. However, I found that I needed two shots to take off the barrier.

Thanks again for making this. Hopefully this either helps improve the calculator, or you can tell me what I was doing wrong.

#96
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages

StarStruck010 wrote...



Hey Grimy, I noticed another discrepancy with your calculator. The Reager Carbine is considered an Assault Rifle not a shotgun.



Also any ideas when you'll look at adding the new classes, and anything I can do that would help?


Adding new classes is mostly a matter of research.
and I just barely unlocked my 5th character card from the new set, still not complete yet :P
If you could figure out if tactical scan and the vorcha bonuses are multiplicative or additive, that'd be really useful.

atum wrote...

This is awesome, finally took some time to check it out and its very cool indeed.

One
thought about the reload cancel true/false. Does it really assume 50%
faster? My experience with reload cancelling is you get about 30-40% of
the time shaved off (roughly). Thought that's just my perception.


Anyways, thanks for making this.

Yes I assume 50% faster.
From some testing, it seems to vary slightly from weapon to weapon.
But most of them are around 50% faster.
Never really researched the topic too thoroughly though.


tyhw wrote...

Hey Grimy, thanks for the calculator, it's very useful. I do have one question/concern. Are you sure that you are implementing the ammo power bonus correctly?

I was stasis paladin sniping with an asari vanguard. Using your calculator, I figured that an asari vanguard with the headshot rank 5 and the weapon damage rank 6 passives, with warp ammo 2, a rail amp 2, and a paladin 4 could 2 shot phantoms with headshots in stasis. However, I found that I needed two shots to take off the barrier.

Thanks again for making this. Hopefully this either helps improve the calculator, or you can tell me what I was doing wrong.

ammo powers always seemed to work accurate on my infiltrators, but I'll take a look at your specific build.
can you provide more details?
did your first shot drop ~5 bars of barriers? or 9.
Did you have a high caliber barrel on your vanguard?
was your stasis a bubble evolution?

Modifié par Grimy Bunyip, 04 juin 2012 - 11:28 .


#97
Tybo

Tybo
  • Members
  • 1 294 messages

Grimy Bunyip wrote...


ammo powers always seemed to work accurate on my infiltrators, but I'll take a look at your specific build.
can you provide more details?
did your first shot drop ~5 bars of barriers? or 9.
Did you have a high caliber barrel on your vanguard?
was your stasis a bubble evolution?


Actually, my first shot did around 7 bars, leaving them with 3.  I did use a high caliber barrel, and my stasis is bubble.  Also, I was actually using a rail amp 3, I just mistyped it the first time.  

Thanks.

#98
xabkish

xabkish
  • Members
  • 561 messages
Hm. About ammo mods and damage — I've read this topic (http://social.biowar.../index/10639449) before I came across your tool, Grimy. And there's this formula:

Ammo_Power_Damage = BaseWpnDamage * AmmoPowerMod
Actual_Weapon_Damage = BaseWpnDamage * Sum_Damage_Mods * HSmod - Target_DR * DR_PiercingMods

Also, from here: http://randomfoo.net/sandbox/me3/

Widow X does 1083.3 damage; Max ED will leave 217.5 on Phantom shields. Warp 2+ ammo is required to bypass (Warp 2 does 270.825),

And again, ammo powers are calculated from base damage and apparently aren't affected by HS modifier or cloak or anything else. And in your calculator ammo mods seem to give more damage than I'd expect if they were just a percentage of base damage. But I've never tested it in game so I'm not sure if I understand it correctly and who's right :)

#99
Grimy Bunyip

Grimy Bunyip
  • Members
  • 1 553 messages

xabkish wrote...

Hm. About ammo mods and damage — I've read this topic (http://social.biowar.../index/10639449) before I came across your tool, Grimy. And there's this formula:

Ammo_Power_Damage = BaseWpnDamage * AmmoPowerMod
Actual_Weapon_Damage = BaseWpnDamage * Sum_Damage_Mods * HSmod - Target_DR * DR_PiercingMods

Also, from here: http://randomfoo.net/sandbox/me3/

Widow X does 1083.3 damage; Max ED will leave 217.5 on Phantom shields. Warp 2+ ammo is required to bypass (Warp 2 does 270.825),

And again, ammo powers are calculated from base damage and apparently aren't affected by HS modifier or cloak or anything else. And in your calculator ammo mods seem to give more damage than I'd expect if they were just a percentage of base damage. But I've never tested it in game so I'm not sure if I understand it correctly and who's right :)

i did a quick test, damage with warp ammo 3 was 1.35x more than damage without any ammo powers.
it seems to be working as expected.
I coded it to be a base damage multiplier, it shouldn't be anything more than that.

#100
xabkish

xabkish
  • Members
  • 561 messages

Grimy Bunyip wrote...

xabkish wrote...
...


i did a quick test, damage with warp ammo 3 was 1.35x more than damage without any ammo powers.
it seems to be working as expected.
I coded it to be a base damage multiplier, it shouldn't be anything more than that.


Hm. I just did a quick test too. Warp III damage / damage w/o any ammo = 1682.6 / 1246.4 = 1.35 even though «no ammo» damage includes passive weapon damage bonuses (it's for Widow X, base damage is 1083 as you know). And afaik nothing except for TC evo 6 changes the base damage, right? And I'm not sure that even this base damage multiplier applies to ammo damage calculations.

UPD2: Quick testing in game shows that something's definitely not right in warp ammo damage calcilations. AV (damage/headshots/damage) with Paladin V (EB) with Warp Ammo 3 somehow leaves 2 bars of Phantom's barrier after a headshot. This damage is a bit too low even if I try to calculate Warp ammo damage based on Paladin V base damage (472.1), it should strip 9 bars then, but maybe that's some weird rounding in game? I dunno. Another funny thing is that if someone damages that given Phantom a little bit after I score the first headshot then I'm able to one shot kill it meaning Warp ammo deals enough damage to strip the remaining barrier so that my weapon could damage health. Or it's all lag but that seems unlikely because I was hosting during these tests. Further testing required.

UPD3: I have an idea. Simple enough: Warp ammo doesn't damage barriers (1976 / 2362 = 0.8 smth — exactly the damage I do with headshots w/o any ammo and it's 8 bars). Warp ammo damage comes into play only if it's enough to strip the remaining barrier and damage health (if there was no shield gate on Gold). Will test later.

Am I doing smth wrong or there's a little bug? :)

UPD: Oh, and another thing: there's no Headshot consumable (Targeting VI) in your calculator. Do you plan to add it? 0:) In fact, I'd be happy if you could tell me how it works: is it +1 to HS multiplier (making it 3.5) or it's additive (just like +20% HS damage passive)?

Modifié par xabkish, 07 juin 2012 - 06:24 .