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


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#501
Creakazoid

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Dorryn wrote...

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


Okay, I'll look into that for future updates.

AbhijitSM wrote...

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

Looks like I forgot to upload the updated version for Opera. The updated 1.7.5 for Opera should now be up.

Kyrene wrote...

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).


Cool, thanks for letting me know. So, let's address the burst weapons now. For burst weapons, I use the same formula, but mess around with the input numbers to achieve the proper result. The goal is to smash everything about burst-fire into a single weighted average representing ROF accross a clip.This is the gist of what I do for burst weapons:

1) BurstCount = ClipSize / RoundsPerBurst    <<<  This value is rounded up to get the total number of bursts that happen during a clip.

2) TimeInROF = (ClipSize - BurstCount ) ROF  <<< This value represents the total time during a single clip that is spent within a burst where ROF is governing.

3) TimeBursting = RefireBurstCount  <<< This is the opposite of TimeInROF. This is the total time during a single clip where the Refire is controlling the time between bursts.

4) AverageTimeBetweenShots = (TimeInROF TimeBursting) / ClipSize <<< This completes the weighted average that steps 1-3 build towards. This value means nothing per bullet, but is accurate on a per-clip basis so it is perfect for DPS calculations using standard DPS formulas.

Modifié par Creakazoid, 22 août 2012 - 10:00 .


#502
DarkSpooky

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creak, with the recent information on the typhoon, IE that certain mods may destroy the buildup bonuses and that it has no innate armor piercing, will you be looking to revisit that weapon soon?

#503
Creakazoid

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DarkSpooky wrote...

creak, with the recent information on the typhoon, IE that certain mods may destroy the buildup bonuses and that it has no innate armor piercing, will you be looking to revisit that weapon soon?


Okay, I just tweaked the Typhoon calculation a little.. I changed it to not have any innate armor DR reduction. It also consumes two ammo per shot after ramping up as well. However, I'm not going to touch bugged mod combos.

#504
KyreneZA

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Creakazoid wrote...

So, let's address the burst weapons now. For burst weapons, I use the same formula, but mess around with the input numbers to achieve the proper result. The goal is to smash everything about burst-fire into a single weighted average representing ROF accross a clip.

Your workflow sounds complicated.

It's much easier to just work out an "effective RoF" in an inbetween step and use that in your normal calculation (the one you posted the other day). The same is true with the semi-automatics and charged weapons. You work in the refire/charge duration to effectively bring down the RoF.

Example M-15 Vindicator:
True RoF = RpB / (((RpB - 1) * 60 / RoF) + Refire Delay) * 60
True RoF = 3 / ((2 * 60 / 550) + 0.25) * 60 = 384 Rpm (and goes into your Burst, Sustained and RLCancelled DPS formulae instead of the advertised RoF of 550; makes you then realize why the Shuriken sucks so badly when it has an advertised RoF of 1100)

* RpB = Rounds per Burst

If you want specific formulae/values for all the burst/semi-auto/charged weapons I can post them later.

Edit: I had to edit this post so here they are anyway for what it's worth:
M-96 Mattock True RoF = 1 / ((1 * 60 / 450) + 0.04) * 60 = 346 Rpm (according to Grimy Bunyip human capable refire rate is 0.04 seconds; you're welcome to independently verify this)
Geth Plasma Shotgun (charged) True RoF = RpB / Charge Time * 60 = 1 / 2 * 60 = 30 Rpm
Graal Spike Thrower (charged) True RoF = 1 / 2 * 60 = 30 Rpm
Kishock Harpoon Gun (charged) True RoF = 1 / 1.5 * 60 = 40 Rpm
M-13 Raptor True RoF = 1 / ((1 * 60 / 550) + 0.04) * 60 = 402 Rpm
M-29 Incisor True RoF = 3 / ((2 * 60 / 450) + 0.15) * 60 = 432 Rpm
Acolyte True RoF = 1 / 1 * 60 = 60 Rpm
Arc Pistol True RoF = 1 / ((1 * 60 / 550) + 0.04) * 60 = 402 Rpm
Arc Pistol (charged) True RoF = 1 / 1 * 60 = 60 Rpm
M-3 Predator True RoF = 1 / ((1 * 60 / 500) + 0.04) * 60 = 375 Rpm
M-25 Hornet True RoF = 3 / ((2 * 60 / 1000) + 0.15) * 60 = 667 Rpm
M-4 Shuriken True RoF = 6 / ((5 * 60 / 1100) + 0.5) * 60 = 466 Rpm

Modifié par Kyrene, 24 août 2012 - 11:40 .


#505
ParadiseLostMDCLXVI

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Great job!

#506
Darthvero

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I actually always wanted extra stats added to multiplayer. # of kills, kills with weapons, downs, deaths, types of enemies killed, power usage, and so on . Or maybe I'm  just a stat junky.

Modifié par Darthvero, 23 août 2012 - 07:48 .


#507
k0maru

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Must say - thanks for this! V. cool.

#508
Creakazoid

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Kyrene wrote...
It's much easier to just work out an "effective RoF" in an inbetween step and use that in your normal calculation (the one you posted the other day). The same is true with the semi-automatics and charged weapons. You work in the refire/charge duration to effectively bring down the RoF.


Good stuff! That method is definitely simpler, haha. But, I just did some conversions with the Shuriken, for instance. The end number (turning your RPM into SecPerRound) comes out to be the same using your simpler method and my convoluted method--given one change in assumption. The source of difference isn't a difference in the structure of the formula.

I essentially subtract one round from each burst (RPB) during my round-about weighted summation. I do this going off the assumption that only (RPB - 1) rounds in a burst are governed by ROF.

Generic     :     t=0 >>>   Round<--- rof --->Round<--- rof --->Round<--- rof ---><-------- refire-------->...
My thinking:     t=0 >>>   Round<--- rof --->Round<--- rof --->Round<--------refire-------->...

Now, I've never been sure whether there is something I'm missing, but that looks to me that it is more theoretically correct. Any opinion on this assumption would be greatly appreciated as I haven't been able to get many folks to comment on it.

In retrospect, I think there is one thing my convoluted method (Average Clip ROF) does consider that the clean Effective ROF method doesn't. When thinking about DPS and its reliance on a variable clip size (mods, passives, etc.), isn't it the case that weapons will end up with clip sizes that aren't cleanly divided by their burst size? Ergo, that would mean a partial burst that will have a different Effective ROF than the generalized case. It's likely going to be a small error given weapons with large clips, but I think it is correct to say that it exists.

Regarding charged weapons, I find more often than not uncharged DPS is better than the charged DPS. So, I just generalize and assume uncharged DPS for all weapons that have optional charging mechanics. This is sometimes not true on unmodded weapons with zero passive boosts, but I think it is true in most cases otherwise. Granted, I only did a sampling of a few guns to reach this conclusion.

Modifié par Creakazoid, 23 août 2012 - 04:18 .


#509
Creakazoid

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Thanks to the efforts of corlist and peddroelmz in getting stats for some of the Ammo IV consumables, I can now add AP Ammo IV and Warp Ammo IV to the list of selectable ammo consumables and the consumables tab. This is in the updated version 1.7.6.

#510
KyreneZA

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Creakazoid wrote...

I essentially subtract one round from each burst (RPB) during my round-about weighted summation. I do this going off the assumption that only (RPB - 1) rounds in a burst are governed by ROF.

In that case there are three formulae, not two.

Burst weapons: RpB / (((RpB - 1) * 60 / RoF) + Refire Delay) * 60
Semi-auto weapons: 1 / ((60 / RoF) + Human Refire Delay) * 60
Charged Weapons: 1 / Charge Time * 60

Now, I've never been sure whether there is something I'm missing, but that looks to me that it is more theoretically correct. Any opinion on this assumption would be greatly appreciated as I haven't been able to get many folks to comment on it.

I would assume that is correct only for true burst weapons, yes.

Ergo, that would mean a partial burst that will have a different Effective ROF than the generalized case. It's likely going to be a small error given weapons with large clips, but I think it is correct to say that it exists.

Could be. There are only 4 so it should be easy enough to double-check that they are always cleanly divisible.

Regarding charged weapons, I find more often than not uncharged DPS is better than the charged DPS. So, I just generalize and assume uncharged DPS for all weapons that have optional charging mechanics.

A false assumption. Even un-modded the charged version of each does more Sustained DPS (and I would therefore assume RLCancelled DPS) than uncharged. I cannot speak for Burst DPS, as I never concern myself with it.

Now, I have some questions in return:
* Is the Acolyte a projectile weapon in that it has the same damage against health as it does against armour?
* How many "cold bullets" does the Typhoon fire before it starts double-consuming?
* What is the RLCancelled reload time you work off of, or does it differ for each weapon?
* What is going on with that 5x multiplier you built into the Reegar damage recently? With damage like that I should be able to burn through a Bronze Atlas's shields in under half a clip (using Barrel V mod on my Reegar X), but I don't. My own anecdotal evidence is always a clip-and-a-half to two, depending on how much it has been debuffed by the team.

#511
Creakazoid

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Kyrene wrote...
A false assumption. Even un-modded the charged version of each does more Sustained DPS (and I would therefore assume RLCancelled DPS) than uncharged. I cannot speak for Burst DPS, as I never concern myself with it.


Hmmm. This is what I had sitting around. It has the GPS and the Kishok. The Kishok still has the old damage numbers from before the recent balance change. The GPS's mechanics are kind of screwy since it costs more ammo when charged. I recant my previous view and now will say that it looks a bit more complicated than charged > uncharged or vice versa.

docs.google.com/spreadsheet/pub

The Kishok looks to be better DPS-wise when fired uncharged. The multiplier varies from 1-1.5 as it charges, so the time spent charging is for naught. The GPS is better uncharged due to its ammo consumption, if you think of it as a two-state weapon (charged/uncharged). In reality, the DPS is best though when you fire right before full-charge though. I'd have to hard-wire that wonky case then I suppose.

Kyrene wrote...
Now, I have some questions in return:
* Is the Acolyte a projectile weapon in that it has the same damage against health as it does against armour?
* How many "cold bullets" does the Typhoon fire before it starts double-consuming?
* What is the RLCancelled reload time you work off of, or does it differ for each weapon?
* What is going on with that 5x multiplier you built into the Reegar damage recently? With damage like that I should be able to burn through a Bronze Atlas's shields in under half a clip (using Barrel V mod on my Reegar X), but I don't. My own anecdotal evidence is always a clip-and-a-half to two, depending on how much it has been debuffed by the team.


1) I assumed the Acolyte was not a projectile weaon and haven't revisited that (nor has anyone mentioned that to me yet).

2) It's hard to say for *sure* since I don't know the mathematical relationship between time and ROF during that ramp-up phase. BUT, a linear representation of it indicates it takes between 2-3 rounds. I don't think it's linear, but it's close enough in the scheme of things. I just round down and use 2 rounds since that next round should be during the "hot" phase.

3) There is an eject ratio stat unique to each gun. It dictates the fraction of reload time before the mag is usuable. Till about a month ago, I used the raw eject ratio multiplied against the reload time for RC DPS. But, someone indicated to me the in-game, RC reload time of a Claymore as ~1.5s. With that in mind, I went back and corrected  that to (1 - EjectRatio) as the actual RC reload time. That now results in the proper RC reload time.

4) I've been seeking confirmation on that from the testing gurus on here, but I went ahead and added that 5x for now. The 5x is what the game files indicate as the burst count of the Reegar.  Without it, the damage is way too low. With it, well, it at least looks more accurate than without any multiplier so I used it.

Modifié par Creakazoid, 23 août 2012 - 08:48 .


#512
KyreneZA

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Creakazoid wrote...

Hmmm. This is what I had sitting around.
.
.
snipped
.
.

Correct me if I'm wrong. There are 4 charged guns: GPS, Graal, Kishok and Arc Pistol.
Unmodified GPS X (uncharged) runs at 60 Rpm, 5 shots, 892.7 * 1.6 damage = 1428.32 Burst DPS and 1086.9 Sustained DPS.
Unmodified GPS X (fully charged) runs at 30 Rpm, 3 shots, (892.7 * 1.6) * 2 damage = 1428.32 Burst DPS and 1304.3 Sustained DPS.

Unmodified Graal X (uncharged) runs at 80 Rpm, 3 shots, 100 * 6 damage = 800 Burst DPS and 442.2 Sustained DPS.
Unmodified Graal X (fully charged) runs at 30 Rpm, 3 shots, (100 * 6) * 2 damage = 600 Burst DPS and 547.8 Sustained DPS.

Unmodified Kishok X (uncharged) runs at 70 Rpm, 1 shot, 642.6 * 0.8 damage = ? Burst DPS and 285.5 Sustained DPS.
Old unmodified Kishok X (fully charged) ran at 40 Rpm, 1 shot, (642.6 * 0.8) * 1.5 damage = ? Burst DPS and 428.3 Sustained DPS.
New unmodified Kishok X (fully charged) runs at 40 Rpm, 1 shot, (642.6 * 0.8) * 1.75 damage = ? Burst DPS and 499.7 Sustained DPS.

Unmodified Arc Pistol X (uncharged) runs at ~402 Rpm, 18 shots, 96.5 damage = 646.55 Burst DPS and 430.2 Sustained DPS.
Unmodified Arc Pistol X (fully charged) runs at 60 Rpm, 6 shots, 96.5 * 6 damage = 579 Burst DPS and 534.4 Sustained DPS.

In all above cases RLCancelled DPS will be more than Sustained DPS. I agree that for burst fire charging is less effective, but that is because the RoF drops so drastically. Sustained and reload cancelled DPS does improve with charging though, even fully charging. Also if you try to show the stages inbetween your audience are just going to be saying TMFI! Show uncharged and fully charged DPS and be done with it, if you feel inclined to even show charged DPS.

1) I assumed the Acolyte was not a projectile weaon and haven't revisited that (nor has anyone mentioned that to me yet).

Neither have I, therefore I asked.

2) It's hard to say for *sure* since I don't know the mathematical relationship between time and ROF during that ramp-up phase. BUT, a linear representation of it indicates it takes between 2-3 rounds. I don't think it's linear, but it's close enough in the scheme of things. I just round down and use 2 rounds since that next round should be during the "hot" phase.

When I play with it, it sounds like it fires 4/5 slow (or "cold") then all the rest fast. It also looks like it counts down 99, 98, 97, 96, 94, 92... but I'm not sure without actually video capturing it. I thought the testing gurus actually know exactly how many "cold bullets" get fired. It is probably not linear, but would be an exponential in the order of Time/"cold bullet" = 60 / (250 * (650 / 250) ^ (1 / n)) ^ (x - 1) where n = number of "cold bullets" and x is the place in the sequence from bullet 1 to n. Coalesced talks about 0.75s for ramp and gethot time, so the total time for "cold bullets" must also fit into that.

Edit: Apparently it is 4 "cold bullets" according to N7 Typhoon TESTED, no natural armor negation + new findings.

3) There is an eject ratio stat unique to each gun. It dictates the fraction of reload time before the mag is usuable. Till about a month ago, I used the raw eject ratio multiplied against the reload time for RC DPS. But, someone indicated to me the in-game, RC reload time of a Claymore as ~1.5s. With that in mind, I went back and corrected  that to (1 - EjectRatio) as the actual RC reload time. That now results in the proper RC reload time.

Interesting.

4) I've been seeking confirmation on that from the testing gurus on here, but I went ahead and added that 5x for now. The 5x is what the game files indicate as the burst count of the Reegar.  Without it, the damage is way too low. With it, well, it at least looks more accurate than without any multiplier so I used it.

I see. I think I shall have to test it again a bit more against Bronze Atlasses. They still have 7500 shields, right?

Modifié par Kyrene, 24 août 2012 - 02:11 .


#513
Creakazoid

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Kyrene wrote...
Correct me if I'm wrong. There are 4 charged guns: GPS, Graal, Kishok and Arc Pistol.
Unmodified GPS X (uncharged) runs at 60 Rpm, 5 shots, 892.7 * 1.6 damage = 1428.32 Burst DPS and 1086.9 Sustained DPS.
Unmodified GPS X (fully charged) runs at 30 Rpm, 3 shots, (892.7 * 1.6) * 2 damage = 1428.32 Burst DPS and 1304.3 Sustained DPS.

Unmodified Kishok X (uncharged) runs at 70 Rpm, 1 shot, 642.6 * 0.8 damage = ? Burst DPS and 285.5 Sustained DPS.
Old unmodified Kishok X (fully charged) ran at 40 Rpm, 1 shot, (642.6 * 0.8) * 1.5 damage = ? Burst DPS and 428.3 Sustained DPS.
New unmodified Kishok X (fully charged) runs at 40 Rpm, 1 shot, (642.6 * 0.8) * 1.75 damage = ? Burst DPS and 499.7 Sustained DPS.

In all above cases RLCancelled DPS will be more than Sustained DPS. I agree that for burst fire charging is less effective, but that is because the RoF drops so drastically. Sustained and reload cancelled DPS does improve with charging though, even fully charging. Also if you try to show the stages inbetween your audience are just going to be saying TMFI! Show uncharged and fully charged DPS and be done with it, if you feel inclined to even show charged DPS.


I'm a bit confused now about the damage numbers for those two guns. I'm looking at these two first since those are the ones I've looked at in the past.

1) GPS: 
I've always looked at the so-called "stat bar damage" stats on charged weapons as the reference point for the charged damage. I mean to say, that those numbers are the charged damage numbers of  a gun (with multipliers applied) in its vanilla state. In the case of the GPS, this seems accurate as the base damage of a GPS X is ~892 and the stat bar damage of a GPS X is ~1428. This reflects the tested 1.6X multiplier. What is the meaning of the extra 2X that you're using for the charged GPS?

2) Kishock:
A couple of things. Putting that 0.8 multiplier in there for instant damage just reminded me that I ignored that aspect of the gun. I'll have to look into incorporating that. That explains some of the numeric differences. Also, I think you meant to say that the stats you're using are from the Kishock I--the Kishock X nominally does 807 damage.

However, I'm puzzled by how you're getting your stats on the Kishock as I've only re-crunched this one so far. The calculation using your numbers should be:

SDPS = Dmg * ChargedModifer * DirectDmgCoeff / ( TimeBetweenShots + Reload )

Charged Kishock I (pre-balance)
  • SDPS = ( 642.6 * 0.8 * 1.5 ) / ( 1.5 + 1.8 ) = 233
  • RCSDPS = ( 642.6 * 0.8 * 1.5 ) / (1.5 + 0.73 ) = 300
Uncharged Kishock I (pre-balance)
  • SDPS = ( 642.6 * 0.8 * 1.5 ) / 1.8 = 428
  • RCSDPS = ( 642.6 * 0.8 * 1.5 ) / 0.73 = 723
I will try to look back at the other guns you've listed when I have more time.

Kyrene wrote...
When I play with it, it sounds like it fires 4/5 slow (or "cold") then all the rest fast. It also looks like it counts down 99, 98, 97, 96, 94, 92... but I'm not sure without actually video capturing it. I thought the testing gurus actually know exactly how many "cold bullets" get fired. It is probably not linear, but would be an exponential in the order of Time/"cold bullet" = 60 / (250 * (650 / 250) ^ (1 / n)) ^ (x - 1) where n = number of "cold bullets" and x is the place in the sequence from bullet 1 to n. Coalesced talks about 0.75s for ramp and gethot time, so the total time for "cold bullets" must also fit into that.

Edit: Apparently it is 4 "cold bullets" according to N7 Typhoon TESTED, no natural armor negation + new findings.


Good stuff. I'll probably end up specifying "cold bullets" as a new weapon attribute with the set value of 4, in this case to make things simple.

#514
KyreneZA

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Creakazoid wrote...

This reflects the tested 1.6X multiplier. What is the meaning of the extra 2X that you're using for the charged GPS?

The 1.6 is to account for the First Hit Damage (1.0), Second Hit Damage (0.3) and Third Hit Damage (0.3). The x2 is me being an idiot and having made a Copy&Paste error a long time ago from the Graal. Therefore...
Unmodified GPS X (uncharged) runs at 60 Rpm, 5 shots, (892.7 * 1.6) * 0.45 damage = 642.74 Burst DPS and 489.1 Sustained DPS.
Unmodified GPS X (fully charged) runs at 30 Rpm, 3 shots, 892.7 * 1.6 damage = 714.16 Burst DPS and 652.2 Sustained DPS.

I think you meant to say that the stats you're using are from the Kishock I--the Kishock X nominally does 807 damage.

No, I meant to say I'm an idiot again having somehow Copy & Pasted Black Widow values in my Kishok rows. Therefore...
Unmodified Kishok X (uncharged) runs at 70 Rpm, 1 shot, 806.8 * 0.8 damage = ? Burst DPS and 358.5 Sustained DPS (RoF immaterial).
Old unmodified Kishok X (fully charged) ran at 40 Rpm, 1 shot, (806.8 * 0.8) * 1.5 damage = ? Burst DPS and 293.4 Sustained DPS.
New unmodified Kishok X (fully charged) runs at 40 Rpm, 1 shot, (806.8 * 0.8) * 1.75 damage = ? Burst DPS and 342.3 Sustained DPS.
Is this what you get?

#515
trjdmc

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For me the Targeting VI consumable does not show the stats

#516
Charmile

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The script just closed on me after I got my Typhoon X to the Last level my last UR gun

#517
Creakazoid

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Kyrene wrote...
Is this what you get?


Consensus achieved! All the numbers for the GPS X and Kischock X match what I am crunching them to be. The one number you have that is wrong is the GPS X burst DPS (charged). You're uncharged burst DPS number considers the ROF (as do I) but you omitted that from the calculation for the charged state. It should be 476 using the same formula you used for the uncharged state.

I also got a chance to crunch some numbers of my own for the Arc Pistol and Graal Spike Thrower. You are definitely correct that their charged sustained DPS is much better. It appears that the Kishock is the ONLY charged weapon where charging definitively hurts.

I think I'll go back and switch all the DPS figures for charged weapons into charged DPS (from the current ones which are uncharged).

Arc Pistol X:
  • Sustained DPS (uncharged) : 647
  • Sustained DPS (charged) : 1426
  • Burst DPS (uncharged): 1106
  • Burst DPS (charged): 653
Graal Spike Thrower X:
  • Sustained DPS (uncharged) : 442
  • Sustained DPS (charged) : 710
  • Burst DPS (uncharged): 800
  • Burst DPS (charged): 686

Modifié par Creakazoid, 27 août 2012 - 12:12 .


#518
Creakazoid

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trjdmc wrote...

For me the Targeting VI consumable does not show the stats


Yes, I noticed that as well. I'll look into it.

Charmile wrote...

The script just closed on me after I got my Typhoon X to the Last level my last UR gun

Odd. I just looked at your manifest and it is working fine for me. Maybe try a reinstall of the script?

#519
RamsenC

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 Apparently the Valiant is way better than we thought. 

Cyonan wrote...
I got a response from Eric about this.
The Valiant does 396.2 - 515.5 damage. They buffed it a bit when they imported it into MP.
Since the other 3 N7 weapons have all recieved damage buffs, then their numbers are accurate.

From late in this thread 

#520
Tybo

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Creakazoid, would you mind detailing your math which shows that, by charging shots, you get higher sustained than burst DPS? It doesn't really make sense to me.

Here is what I would calculate:
Graal, charged, sustained:
At 80 rpm, the time between each shot is 60/80 = .75 seconds.

One clip does 3*1200=3600 damage. One clip cycle will take, to reload, 2 s(charge) +.75 (ROF) +2 + .75 + 2+.75+1.04 (reload) = 9.29 seconds. This works out to a sustained DPS of 3600/9.29= 387.5

Graal, uncharged, sustained:
One clip does 3*600=1800 damage. Time for one clip cycle = .75 (ROF) + .75 + .75 + 1.04 (reload) =3.29 s. DPS = 1800/3.29 = 547.1

GPS charged, sustained.
60 rpm is 1 second between shots

One clip does 3*1428.32*1.6=6855.936. Time for one clip cycle is 2(charge)+1(ROF)+2+1+2+1+1.04=10.04 seconds. DPS is 6855.936/10.04 = 682.86

GPS uncharged, sustained

One clip does 5*1428.3*1.6*.45(instant fire damage, per Cyonan's spreadsheet).=5141.88. Time for one clip cycle is 1(ROF)+1+1+1+1+1.04=6.04 seconds. DPS is 5141.88/6.04=851.3

#521
Creakazoid

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tyhw wrote...

Creakazoid, would you mind detailing your math which shows that, by charging shots, you get higher sustained than burst DPS? It doesn't really make sense to me.

Here is what I would calculate:
Graal, charged, sustained:
At 80 rpm, the time between each shot is 60/80 = .75 seconds.

One clip does 3*1200=3600 damage. One clip cycle will take, to reload, 2 s(charge) +.75 (ROF) +2 + .75 + 2+.75+1.04 (reload) = 9.29 seconds. This works out to a sustained DPS of 3600/9.29= 387.5

Graal, uncharged, sustained:
One clip does 3*600=1800 damage. Time for one clip cycle = .75 (ROF) + .75 + .75 + 1.04 (reload) =3.29 s. DPS = 1800/3.29 = 547.1

GPS charged, sustained.
60 rpm is 1 second between shots

One clip does 3*1428.32*1.6=6855.936. Time for one clip cycle is 2(charge)+1(ROF)+2+1+2+1+1.04=10.04 seconds. DPS is 6855.936/10.04 = 682.86

GPS uncharged, sustained

One clip does 5*1428.3*1.6*.45(instant fire damage, per Cyonan's spreadsheet).=5141.88. Time for one clip cycle is 1(ROF)+1+1+1+1+1.04=6.04 seconds. DPS is 5141.88/6.04=851.3


I just noticed a mistake in my Excel formulas. I forgot to multiply the charge times across entire mags.

New figures for sustained DPS are listed. The first number is uncharged, the second is charged. I was copying formulas from my Kishock calculations, which is too simple since it only has one-shot clips.

Arc Pistol X:   517 / 431
GPS X:   489 / 405
Graal X:    442 / 509

Formula I use: 

SustainedDPS = Dmg * ChargedCoefficient / [TimeBetweenShots * (ClipSize - 1) + (ChargeTime * ClipSize) + Reload]

Modifié par Creakazoid, 27 août 2012 - 12:58 .


#522
Tybo

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Creakazoid, the formula for sustained DPS you use is actually slightly wrong, to the best of my knowledge. Instead of TimeBetweenShots*(Clipsize-1), you should have TimeBetweenShots*Clipsize. This is because, before you begin to reload, you have to wait for the TimeBetweenShots. This is most noticeable when using a gun with an extremely low fire rate, such as the Wraith, Krysae, or Falcon. After you shoot your last bullet in the clip, you will have to wait for over a second before you can begin to reload.

I would ignore this last pause for burst DPS purposes, but it is important for sustained DPS

#523
Creakazoid

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tyhw wrote...

Creakazoid, the formula for sustained DPS you use is actually slightly wrong, to the best of my knowledge. Instead of TimeBetweenShots*(Clipsize-1), you should have TimeBetweenShots*Clipsize. This is because, before you begin to reload, you have to wait for the TimeBetweenShots. This is most noticeable when using a gun with an extremely low fire rate, such as the Wraith, Krysae, or Falcon. After you shoot your last bullet in the clip, you will have to wait for over a second before you can begin to reload.

I would ignore this last pause for burst DPS purposes, but it is important for sustained DPS


Cool, thanks for the insight. I haven't been able to get people to comment on that as I was never sure about it one way or another.

Modifié par Creakazoid, 27 août 2012 - 01:08 .


#524
Tybo

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No problem. I am fairly certain about it though.

Really, I should be thanking you for creating such an awesome tool. Glad to do whatever I can to help.

So, thanks for the awesome manifest extension!

#525
Creakazoid

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tyhw wrote...

No problem. I am fairly certain about it though.

Really, I should be thanking you for creating such an awesome tool. Glad to do whatever I can to help.

So, thanks for the awesome manifest extension!


A new version with the altered DPS formula is now up. I've also added Cryo IV and Disruptor IV to the ammo dropdown thanks to Corlist's thread on here. The version is 1.7.7.

Targeting VI is still not showing and I'll address that later.