Kyrene wrote...
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.
I use the exact values like 2.57, for instance. This goes for all values like some of the power bonuses which say 8% but are actually using the exact 7.5% values underneath the hood. I will go back and check for any premature rounding and/or truncation later, but I don't see any from a quick glance.
How big, numerically, are the differences you're seeing? Also, is it across all waeapons and/or is it bigger for a certain type of weapon? Calculations for the burst weapons and variable ROF weapons get more complicated, so I think we should talk about "simple" guns first.
Kyrene wrote...
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).
No, I don't think I account for that. That'll be easy to add in as I already have that mechanic in place even though nothing is configured to use it at the moment. What does 0.25 do on the Reegar? On the Javelin, it's an obvious delay, but what exactly does it do on the Reegar?
Kyrene wrote...
How do you handle the GPS with its seperate damage values?
For charged weapons (GPS, Graal, Arc Pistol, etc.), I use the uncharged stats (damage, ROF, shot cost) for all DPS calculations. From a brief analysis of a few guns, I concluded that the DPS is higher when uncharged in the large majority of cases.
Kyrene wrote...
Yeah I have a million other questions (this stuff fascinates me), but I'll press "Submit" now...
Feel free to ask away, I'm always willing to tweak the calculations to make them more meaningful.
Modifié par Creakazoid, 17 août 2012 - 09:08 .