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


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#476
Sabbatine

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ZephyrAM wrote...

Only downside to this is that the damage numbers are 'exceedingly' deceiving, as they don't really mean anything without taking the Rate of Fire into account.

Damage * RoF would create a baseline value, yes? Or am I missing a variable?


Your calculation is kind of a basic equation for calculating damage per second.  Simple damage would be damage per shot.

#477
jakenou

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Nice toy. Just installed it on Firefox. Can't wait to tinker :)

#478
DJ-LICE

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Thanks for this!
Running Firefox and works like a charm.

#479
Rutxa

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Very NIce!!
Thanks for all the hard work ^^.
Works perfect on Firefox.

#480
Pubisan

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Great work,accept my fully-full appreciation! (Y)

#481
Creakazoid

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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 .


#482
Raikiri-78

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I've been meaning to ask this for a while. Why do some weapons (Falcon, Geth Plasma Shotgun, Graal, Striker, Krysae, Scorpion) do consistent damage to armor (No damage reduction)? I had assumed that it was because these guns shoot non-standard shots, but some other guns like that (Kishock, Acolyte) do. Most of those weapons fire explosives, while the other two are charge-up shotguns.

Unrelated: Are the Damage VS Armor stats on the Disciple correct? It seems a reduction of 400 damage on gold, as opposed to 50 like most guns.

#483
Rokayt

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Hey. Can we get Biotic charges damage bonuses in the power list...

#484
Creakazoid

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Raikiri-78 wrote...

I've been meaning to ask this for a while. Why do some weapons (Falcon, Geth Plasma Shotgun, Graal, Striker, Krysae, Scorpion) do consistent damage to armor (No damage reduction)? I had assumed that it was because these guns shoot non-standard shots, but some other guns like that (Kishock, Acolyte) do. Most of those weapons fire explosives, while the other two are charge-up shotguns.

Unrelated: Are the Damage VS Armor stats on the Disciple correct? It seems a reduction of 400 damage on gold, as opposed to 50 like most guns.


I know a lot of the projectile weapons completely ignore Armor Damage Reduction. The GPS, Kishock, and Graal do for sure and the Krysae does too I believe. I lumped the Scorpion, Falcon, and Striker into that group, at least till I get word otherwise. If the Kishock gets affected, then it's a bug that I'll address.

As for the Disciple, it is a shotgun and each shotgun pellet is individually affected by the Armor Damage Reduction. So, that takes off quite a lot of damage for most shotguns without Shredder mods.

Rokayt wrote...

Hey. Can we get Biotic charges damage bonuses in the power list...


I can do that. I think there may also be a few other powers that also have temporary effects like that.

Modifié par Creakazoid, 17 août 2012 - 11:04 .


#485
KyreneZA

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Creakazoid wrote...

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.

Anything from 1-2 DPS (Avenger X) to as much as 60-70 DPS (Katana X) on the 'simple' guns. Not to worry yet, I will go back to my own DPS formula first and double check it for problems (often if you don't use the $ format to pin cells in Excel copy and pasting creates errors).

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?

Exactly the same. It's a 0.25s delay after pressing the trigger before it starts firing.

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.

No, I meant for the full damage on the one pellet/plasma ball and the 30% damage on the other two.

Feel free to ask away, I'm always willing to tweak the calculations to make them more meaningful. :)

I'll take it to PM though. Unless you prefer to have it here in this thread.

#486
Guest_Aotearas_*

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No IE9 support?

#487
Creakazoid

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Neofelis Nebulosa wrote...

No IE9 support?


IE is a very different beast when it comes to forms of script-based extensions like this. It's the most problematic to get working. It requires an add-on (IEPro), but there are still a few incompatibilities to work out. I'll look into it again, but there are no guarantees.

Modifié par Creakazoid, 18 août 2012 - 03:32 .


#488
elitehunter34

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According to the devs armor takes off a set amount of damage. Is this a percentage or is it a flat amount that varies from weapon to weapon? It looks like more damage than the weapon's base stats is done to shields than barriers. How did you calculate the damage against armor/shields/barriers?

#489
Creakazoid

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elitehunter34 wrote...

According to the devs armor takes off a set amount of damage. Is this a percentage or is it a flat amount that varies from weapon to weapon? It looks like more damage than the weapon's base stats is done to shields than barriers. How did you calculate the damage against armor/shields/barriers?


1) Armor reduces damage on non-projectile weapons by a fixed amount per projectile/pellet based on difficulty level. In the Reegar's case, and I think the Talon, they have special modifiers against armor as well.

2) Damage against shields/barriers only pops up when the weapon, for one reason or another, is doing more or less damage than "normal" against shields/barriers. This means either that an ammo consumable is selected OR that the weapon has special modifiers against either shields or barriers (Acolyte, Reegar, etc.). So without disruptor/warp ammo, the weapon in question has to have special modifiers against shields and/or barriers if the stat is visible.

Modifié par Creakazoid, 19 août 2012 - 03:01 .


#490
Bikecrazy

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I can't get this to open on either firefox or chrome. All it displays is text. How do you get it to run?

#491
Creakazoid

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Bikecrazy wrote...

I can't get this to open on either firefox or chrome. All it displays is text. How do you get it to run?


I'm assuming you mean that you click the Install button and it takes yout to the source code. You'll need to install either the Greasemonkey extension for Firefox or the Tampermonkey extension for Chrome to get it to install/work properly.  The links and/or directions for those are at the bottom of my first post and the UserScripts install page. After installing the proper extension, you may need to restart your browser.

Modifié par Creakazoid, 19 août 2012 - 05:16 .


#492
Shotgun Nova

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This looks awesome! I'm going to like this!

#493
Gashie

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Thread needs a well deserved bump!

#494
Raikiri-78

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Minor thing, as few people even have it high enough to see, but the script doesn't take into account the Particle Rifle clip size increase based on the weapon level (at least in the on demand menu). This was added in two weeks ago in the balance changes:

Prothean Particle Beam Assault Rifle
- Magazine size now scales with weapon level, from [100-125]

#495
Creakazoid

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Raikiri-78 wrote...

Minor thing, as few people even have it high enough to see, but the script doesn't take into account the Particle Rifle clip size increase based on the weapon level (at least in the on demand menu). This was added in two weeks ago in the balance changes:

Prothean Particle Beam Assault Rifle
- Magazine size now scales with weapon level, from [100-125]


Ah, okay. I never knew that was changed. I'll add that into the next update.

#496
Creakazoid

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A new version is up (1.7.4). It's basically a collection of tweaks for certain weapons. This includes the following:

1) Javelin - Changed to reflect the mandatory charging.
2) Reegar - Changed to reflect the mandatory charging.
3) Reegar - Added the hyphothesized "burst damage multiplier" of 5.
4) Geth Weapon Boost - Tweaked to represent peddroelmz's findings that this boost is multiplicative.
5) Particle Rifle - Added increasing mag size by level.

Enjoy. :)

Modifié par Creakazoid, 20 août 2012 - 11:00 .


#497
Creakazoid

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A new version is up reflecting today's balance changes on the Locust, Kishock, and Crusader. The version is 1.7.5.

#498
Dorryn

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Hey Creakazoid, any chance you can add the hip-fire penalty for sniper rifles?

#499
KyreneZA

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I have found the problem with my spreadsheet and most weapons now correspond to your DPS values. Those that don't are the ones with burst fire (like the Vindicator) and the semi-automatics (like the Mattock).

#500
AbhijitSM

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The opera version still shows as 1.7.3 in the download link.