Spice Up Your Multiplayer Manifest with Stats! (Retaliation Guns/Gear/Mods)
#326
Posté 27 juillet 2012 - 03:31
As others have also requested...STICKY PLEASE!!!
#327
Posté 27 juillet 2012 - 06:29
And keep up the good work.
My bad, it depends on the active tab.
Modifié par JackLazar, 27 juillet 2012 - 06:34 .
#328
Posté 27 juillet 2012 - 03:53
JackLazar wrote...
Can you change the description of the Shock Trooper Upgrade from Increase weapon damage by x% to Increase shotgun damage by x%. It's only for shotguns and not like the Densified Ammunition for all weapons.
Fixed.
#329
Posté 27 juillet 2012 - 09:22
One suggestion: Dmaage and DPS vs shields given the reager and acolytes' abilities.
Have fun
#330
Posté 28 juillet 2012 - 03:55
I've also made good progress toward getting it to work in IE (with IEPro), but some troubleshooting is still required before I can finish that. I also believe that Safari (with NinjaKit) may work.
Modifié par Creakazoid, 28 juillet 2012 - 03:57 .
#331
Posté 28 juillet 2012 - 04:02
#332
Posté 28 juillet 2012 - 04:04
PSjoh wrote...
How do i open the script i never used this before i go on my manifest & after i do what?
If you're using Firefox, you'll need to get the Greasemonkey add-on first. Then install the script using the Userscripts link.
If you're using Chrome, you'll need the Tampermonkey extension installed. Then install the script using the Userscripts link. Make sure to click OK when it prompts you whether you want to install in Tampermonkey versus native Chrome.
After that, just visit your manifest page (or someone else's) and it will work by itself.
Modifié par Creakazoid, 28 juillet 2012 - 04:05 .
#333
Posté 28 juillet 2012 - 04:44
#334
Posté 28 juillet 2012 - 05:22
Creakazoid wrote...
PSjoh wrote...
How do i open the script i never used this before i go on my manifest & after i do what?
If you're using Firefox, you'll need to get the Greasemonkey add-on first. Then install the script using the Userscripts link.
If you're using Chrome, you'll need the Tampermonkey extension installed. Then install the script using the Userscripts link. Make sure to click OK when it prompts you whether you want to install in Tampermonkey versus native Chrome.
After that, just visit your manifest page (or someone else's) and it will work by itself.
i idi all of that but my manifest still remains the same when i click on that monkey option we can see the manifest thing is checked but it does nothing
#335
Posté 28 juillet 2012 - 05:33
PSjoh wrote...
i idi all of that but my manifest still remains the same when i click on that monkey option we can see the manifest thing is checked but it does nothing
That sounds like Firefox where it should work the easiest. I'd probably try a uninstall of the script and then a reinstall first.
Sust. DPS refers to sustained DPS. That is a DPS calculation taking into account reload time, so it represents the DPS you'd do if you continously fired/reloaded. The "RC" is the same calculation except it uses the unique reload cancelling reload times for each weapon.Lone Wolf Z 013 wrote...
Awesome extension!!! But what's DPS vs Armor (Sust)/(RC)?
#336
Posté 28 juillet 2012 - 05:57
very cool!
thank you!
#337
Posté 28 juillet 2012 - 06:30
#338
Posté 28 juillet 2012 - 06:49
#339
Posté 28 juillet 2012 - 06:57
#340
Posté 28 juillet 2012 - 07:06
Should be sticky...
#341
Posté 28 juillet 2012 - 07:08
GroverA125 wrote...
You need to recalculate some (if not all) of the burst-fire weapons. Your calculations seem to be off and not include the refire times of the weapons. One example being the Shuriken, which recently caused a debacle on it being incredible because of your miscalculations.
Thanks for the heads up. It is now fixed. I "calculate" things properly. But, a lingering set of typos was causing it to not find the proper refire times. So, it was a simple fix. The Shruiken has been properly "nerfed".
Modifié par Creakazoid, 28 juillet 2012 - 07:08 .
#342
Posté 28 juillet 2012 - 07:15
#343
Posté 28 juillet 2012 - 07:22
#344
Posté 28 juillet 2012 - 07:38
You already know I'm a fan of this great tool but I'll thank you again all the same!
#345
Posté 28 juillet 2012 - 08:00
#346
Posté 28 juillet 2012 - 08:02
AbhijitSM wrote...
I think the new ammo powers section is missing the Incendiary ammo. Just a heads up. Thanks
Also i think when we select any ammo consumable it does not seem to change damage values.
#347
Posté 28 juillet 2012 - 08:19
These are all concious decisions I made for now. The damage bonuses for ammo are, AFAIK, supposed to only apply against one specific type of health bar. That means warp against barriers, disruptor against shields, and AP against armor. Against other bars they don't do extra damage (from what I know).AbhijitSM wrote...
AbhijitSM wrote...
I think the new ammo powers section is missing the Incendiary ammo. Just a heads up. Thanks
Also i think when we select any ammo consumable it does not seem to change damage values.
But, the ammo powers that I have currently included are ones that also have additional armor weakening effects. Since I list several armor-related stats, I have included them for these effects.
As for incendiary ammo, I may add that. It's not there right now because it adds its extra damage as damage-over-time. That kind of makes putting it into stats misleading because it would look like it adds to the instant damage of the gun. I'll probably have to do some kind of alternate display for such "special damage types".
Modifié par Creakazoid, 28 juillet 2012 - 08:20 .
#348
Posté 28 juillet 2012 - 08:53
#349
Posté 28 juillet 2012 - 08:57
#350
Posté 28 juillet 2012 - 09:06
Creakazoid wrote...
These are all concious decisions I made for now. The damage bonuses for ammo are, AFAIK, supposed to only apply against one specific type of health bar. That means warp against barriers, disruptor against shields, and AP against armor. Against other bars they don't do extra damage (from what I know).AbhijitSM wrote...
AbhijitSM wrote...
I think the new ammo powers section is missing the Incendiary ammo. Just a heads up. Thanks
Also i think when we select any ammo consumable it does not seem to change damage values.
But, the ammo powers that I have currently included are ones that also have additional armor weakening effects. Since I list several armor-related stats, I have included them for these effects.
As for incendiary ammo, I may add that. It's not there right now because it adds its extra damage as damage-over-time. That kind of makes putting it into stats misleading because it would look like it adds to the instant damage of the gun. I'll probably have to do some kind of alternate display for such "special damage types".
Ohh...Thanks a lot.





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