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