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Spice Up Your Multiplayer Manifest with Stats! (Retaliation Guns/Gear/Mods)


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#451
SantosCapela

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Creakazoid wrote...

Imp of the Perverse wrote...

This is great, it's letting me find a lot of weapon/gear combos that I wouldn't have thought to use. I do have one request though, would it be possible to add some fields to the Weapons on Demand window where we could type in the ROF and weapon damage bonuses we get from passives and things like hunter mode?

I took this into consideration and have done it one step better. :D

I just uploaded a new version that now enables selectable power and passives. Per usual, all bonsues get incorporated into stat calculations. I allow you to choose from any power/passive that directly affects weapon stats. There are two power slots and one passive slot. The "clear all" button will also clear your selected powers. It also considers the tier 6 TC sniper bonus correctly as a multiplicative bonus.

The version is 1.7.0 and its corresponding Opera-compatible version is up as well.


hi. thx for the new version. There is also a bug with the stats of weapons on-demand  though since they are not affected by the new selectable powers and passives. The other weapons on the manifest itself change their numbers accordingly so only the on-demand weapon seems unnafected.

#452
Creakazoid

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Jetblackmoon wrote...

Can someone explain to me how to hide the Weapons On-Demand viewer on Firefox?


Click the Greasemonkey button (usually the monkey icon next to the browser Search Box) while you're viewing a manifest. Go down to "User Script Commands" and there should be an option in that sub-menu that allows you to do so. It isn't part of the settings display since it would be irreversible if I put it there.

#453
Creakazoid

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SantosCapela wrote...
hi. thx for the new version. There is also a bug with the stats of weapons on-demand  though since they are not affected by the new selectable powers and passives. The other weapons on the manifest itself change their numbers accordingly so only the on-demand weapon seems unnafected.


Okay, this is now fixed in 1.7.1.

JackLazar wrote...
There is no description for the Thermal Clip Storage Gear when the language is set to german.


This is fixed as well. The problem was that plus sign that they stuck in front of that one gear's level for the German page.

#454
Senator Pain I

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Neat. Thanks, man.

#455
elitehunter34

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What is the difference between burst dps and sustained dps? How can a weapon like the Graal do 600 damage uncharged, a burst dps of 800, and a sustained dps of 452? That doesn't make any sense at all. What am I not getting here?

#456
Creakazoid

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elitehunter34 wrote...

What is the difference between burst dps and sustained dps? How can a weapon like the Graal do 600 damage uncharged, a burst dps of 800, and a sustained dps of 452? That doesn't make any sense at all. What am I not getting here?


Burst DPS is the DPS you'd do during a single clip/magazine. Sustained DPS represents the DPS you'd do if you had to reload while firing at a target so that will always be lower than the Burst DPS. How much lower depends on the reload speed of the gun, the clip size, and how much reload cancelling helps (the reload cancelled DPS).

Modifié par Creakazoid, 16 août 2012 - 02:26 .


#457
elitehunter34

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Creakazoid wrote...
Burst DPS is the DPS you'd do during a single clip/magazine. Sustained DPS represents the DPS you'd do if you had to reload while firing at a target so that will always be lower than the Burst DPS. How much lower depends on the reload speed of the gun, the clip size, and how much reload cancelling helps (the reload cancelled DPS).

If the burst DPS is a whole mag, then why does it say that the Grall does 800 burst DPS?  It has 3 shots.  Shouldn't it be 1800 burst DPS? 

#458
Guiile_Sheppard

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WOW THATS NICE o/

#459
Creakazoid

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elitehunter34 wrote...
If the burst DPS is a whole mag, then why does it say that the Grall does 800 burst DPS?  It has 3 shots.  Shouldn't it be 1800 burst DPS?


You're thinking of it as the total damage during a clip rather than the damage per second. The Burst DPS means it's the damage per second during the clip not the total damage of the clip. In that line of thinking, the sustained DPS would be the DPS you'd do if you continued firing for multiple clips. It's a gauge of how much damage you can put out there pronto when you need something dead, and fast.

Modifié par Creakazoid, 16 août 2012 - 03:48 .


#460
Alijah Green

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thanks for not supporting the largest browser on earth... oh well

#461
Imp of the Perverse

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Alijah Green wrote...

thanks for not supporting the largest browser on earth... oh well


Kind of besides the point, but if you're talking about IE, Chrome's actually passed it up. Also I'm pretty ignorant of this sort of coding, but looking at the wikipedia entry for greasemonkey, it doesn't look like IE offers any kind of support, unlike the other browsers this does work for.

#462
KyreneZA

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Alijah Green wrote...

thanks for not supporting the largest browser on earth... oh well

Blame Microsoft, buddy, not the OP.

Fine job, Creak, I just think you round your numbers a little soon on the DPS side of things. Apart from that, a great tool!

#463
Odintheknight

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awsome job :)

#464
Creakazoid

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Kyrene wrote...
Fine job, Creak, I just think you round your numbers a little soon on the DPS side of things. Apart from that, a great tool!


I don't believe off the top of my head that I round anywhere in the middle of DPS calculations. The displayed values are rounded but the ones used for calculations should not be. Perhaps it's just a difference in formula? 

This is the basic sustained DPS formula I use for non-burst, automatic weapons. I changed it a week or two ago from the "standard" sustained DPS formula to better reflect this game. TimeBetweenShots for automatic weapons is the inverted ROF. For semi-automatics, I substitute that value with the Refire delay if it is larger. Some automatics also have a refire, I believe, so I add in the refire time for all weapons that have it to account for the last bullet in a clip.

Sustained DPS = Damage * Clip / [ (Clip - 1) * TimeBetweenShots + Reload Refire]

Modifié par Creakazoid, 16 août 2012 - 03:51 .


#465
Hyperglide

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This should be an official update. Finally stats that mean something.

#466
Quarian_Lover

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Wow, thank you very much!

#467
Creakazoid

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Small bug fix up (1.7.2). Previously, the on-demand viewer only reflected powers/amps/gear that you selected AFTER you picked a weapon. Now, the on-demand viewer properly accounts for the items you selected BEFORE you select the weapon.

#468
Zancloufer

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Something's up with your extra damage from powers. It claims a Javelin IV before headshots hits over 10K with Hunter-Mode, Cloak, and all the other amps. Pretty sure a Javelin can't one shot Brutes anymore, let alone hit for over 30-40K with head-shots (Would one-shot any nom-boss easily)

Damage seems reasonable before the (Passive) powers though.

#469
Creakazoid

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Zancloufer wrote...

Something's up with your extra damage from powers. It claims a Javelin IV before headshots hits over 10K with Hunter-Mode, Cloak, and all the other amps. Pretty sure a Javelin can't one shot Brutes anymore, let alone hit for over 30-40K with head-shots (Would one-shot any nom-boss easily)

Damage seems reasonable before the (Passive) powers though.


Yikes, that was a definitely a bug alright. :o

What it was inadvertantly doing was counting each power three times (one for each power slot). It is now fixed so everything makes sense again. The new version is 1.7.3.

#470
casimeer

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First off, Creakazoid, I love this particular script and I think you have done a fantastic job w/ it.

Now onto the topic at hand, whenever I select the Devastator Mode as a passive, I see the base ROF is 15% when instead it was reduced to 10% a couple of weeks ago in the balance changes. I'd just like to point that out.

Modifié par casimeer, 16 août 2012 - 08:12 .


#471
Creakazoid

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casimeer wrote...

First off, Creakazoid, I love this particular script and I think you have done a fantastic job w/ it.

Now onto the topic at hand, whenever I select the Devastator Mode as a passive, I see the base ROF is 15% when instead it was reduced to 10% a couple of weeks ago in the balance changes. I'd just like to point that out.


Thanks, I didn't notice that. It's fixed in 1.7.3b.

#472
KyreneZA

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Creakazoid wrote...

Kyrene wrote...
Fine job, Creak, I just think you round your numbers a little soon on the DPS side of things. Apart from that, a great tool!


I don't believe off the top of my head that I round anywhere in the middle of DPS calculations. The displayed values are rounded but the ones used for calculations should not be. Perhaps it's just a difference in formula? 

This is the basic sustained DPS formula I use for non-burst, automatic weapons. I changed it a week or two ago from the "standard" sustained DPS formula to better reflect this game. TimeBetweenShots for automatic weapons is the inverted ROF. For semi-automatics, I substitute that value with the Refire delay if it is larger. Some automatics also have a refire, I believe, so I add in the refire time for all weapons that have it to account for the last bullet in a clip.

Sustained DPS = Damage * Clip / [ (Clip - 1) * TimeBetweenShots + Reload Refire]


Looks right to me...

Do you use the rounded Damage and Reload values as displayed (e.g. 2.6s Reload for some shotguns i.s.o. 2.57s)? Your sustained DPS figures are always just a little different than mine (I use a 'simple' spreadsheet I started to keep track of my own MP/SP guns) and I can't account for it.

Also, just two oddities I'm not sure you coded for: Reegar and Javelin both have 0.25s charge time before the first bullet (or in Javelin's case the shot) fires. I fudge this by just adding that to each one's Reload, but you may want to cater for it differently (if you haven't already).

How do you handle the GPS with its seperate damage values?

Yeah I have a million other questions (this stuff fascinates me), but I'll press "Submit" now...

#473
SeanBahamut

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omg your new version is so much cooler than the last (and that was good too)!

Kudos fella

#474
InfoSysLib

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 This. This is awesome! Thank you.

#475
sandboxgod

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 I just stumbled upon this thread and installed the script. Works great! Very awesome :)

* EA Bioware should hire you

Modifié par sandboxgod, 17 août 2012 - 03:15 .