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


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#526
KyreneZA

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--nothing to see here--

Modifié par Kyrene, 27 août 2012 - 10:18 .


#527
KyreneZA

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Creakazoid wrote...

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

Do you really have to wait for the RoF as well as the charging time when using charged weapons? Or differently put, is the delay between shots really ChargeTime + TimeBetweenShots? I would think the ChargeTime would supercede TimeBetweenShots if it was the larger of the two...

Creakazoid wrote...

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.

So I must change my own formulae back. Drat!

#528
Igipopp

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AMAZING! Thank you!

#529
Tybo

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Kyrene wrote...

Do you really have to wait for the RoF as well as the charging time when using charged weapons? Or differently put, is the delay between shots really ChargeTime + TimeBetweenShots? I would think the ChargeTime would supercede TimeBetweenShots if it was the larger of the two...


You definitely do.  Try it yourself:  Fire the GPS, then try to immediately charge it up.  You'll find that you have to wait 1 second before you can begin charging.  Same goes for all the other charge guns.

#530
KyreneZA

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tyhw wrote...

Kyrene wrote...

Do you really have to wait for the RoF as well as the charging time when using charged weapons? Or differently put, is the delay between shots really ChargeTime + TimeBetweenShots? I would think the ChargeTime would supercede TimeBetweenShots if it was the larger of the two...


You definitely do.  Try it yourself:  Fire the GPS, then try to immediately charge it up.  You'll find that you have to wait 1 second before you can begin charging.  Same goes for all the other charge guns.

So for burst-fire weapons, you'd have the RoF delay after the last shot in the burst, followed by the refire delay as well?

#531
darthxaher

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kudos amigo

#532
Charmile

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Works fine now must of been a glitch, Thanks

#533
Tybo

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Kyrene wrote...

So for burst-fire weapons, you'd have the RoF delay after the last shot in the burst, followed by the refire delay as well?


I would imagine so, based on the way ROF seems to work.  However, I could certainly be wrong on this account.  Burst fire weapons all have high ROF, making the delay very short.  Thus, I can't say that I've noticed the difference in game.  To test it out, you would probably need to record it while using a macro and count the frames.

#534
someone else

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amazing amount of work and value - would you consider posting an update date/ver # by the link on the first page - would help know when its been tweaked last...

also getting no stats on targeting consumable and see no ammo inventory for when individ stats are turned off.

finally, getting an error msg when trying to run latest script

Window Script Host
Script D:\\downloads\\137260.user.js
Line: 1638
Char: 102
Error: Expected ']' in regular extension
Code: 800A139B
Source: Microsoft JScript compilation error

Modifié par someone else, 27 août 2012 - 06:21 .


#535
Creakazoid

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someone else wrote...

amazing amount of work and value - would you consider posting an update date/ver # by the link on the first page - would help know when its been tweaked last...

also getting no stats on targeting consumable and see no ammo inventory for when individ stats are turned off.

finally, getting an error msg when trying to run latest script

Window Script Host
Script D:downloads137260.user.js
Line: 1638
Char: 102
Error: Expected ']' in regular extension
Code: 800A139B
Source: Microsoft JScript compilation error


That error message should be fixed now. That's partially due to some shuffling I've been doing as of late in an attempt to get it to work in IE. The Targeting VI thing I know is messed up and I'll get to fixing that later. That one broke when I fixed a different bug for the German language version of the page.

Modifié par Creakazoid, 27 août 2012 - 08:31 .


#536
someone else

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danke shoen

#537
Blind2Society

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Something's wrong....

EDIT: NvM, must haved disabled greasemonkey accidentaly.

Modifié par Blind2Society, 28 août 2012 - 10:47 .


#538
Creakazoid

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New version up. I added in headshot damage as a stat due to the terrific buff against shield-gate earlier today. Consequently, I enabled Targeting VI, the Cranial Trauma mod, and all passive evolutions that affect headshot damage.

I also updated it to reflect the balance changes for the Falcon and GPR. The new version is 1.7.9b.. I'll upload the updated Opera version a bit later.

#539
Raikiri-78

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Small request, purely irrelevant:

I don't know if it'd be easy to do, or even possible, but could you add in a "Manifest Completion Percentage" indicator somewhere? I know a lot of people like knowing how much more they need to unlock, and while little bars are alright, I've always been partial to percentages. Obviously it'd ignore consumables and things.

#540
someone else

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must be xmas - looks great. cudos...now if there was some way to fill in those little UR boxes...

Modifié par someone else, 29 août 2012 - 12:55 .


#541
Zjarcal

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Thank you so much for adding the headshot damage calculations! :wizard:

Modifié par Zjarcal, 29 août 2012 - 07:23 .


#542
Creakazoid

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A small update is up. I updated it to reflect  peddroelmz's tests on the Reegar. So big thanks to peddroelmz! Basically, the Reegar is a pellet shotgun (x8) disguised as an energy weapon. The version is 1.7.9f.

Also, an updated Opera version is up as well.

Raikiri-78 wrote...

Small request, purely irrelevant:

I don't know if it'd be easy to do, or even possible, but could you add in a "Manifest Completion Percentage" indicator somewhere? I know a lot of people like knowing how much more they need to unlock, and while little bars are alright, I've always been partial to percentages. Obviously it'd ignore consumables and things.


I'll definitely look into this. I like the idea. :)

#543
Creakazoid

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First off, a new update is up. Most signficantly, I have added Incendiary Ammo to the selectable ammo. This also means DOT calculations are incorporated. I report the DOT damage sum as a separate stat. I also incorporate it into DPS calculations. For the DPS calculations, I account for the empircal evidence that DOT caps at a max of 200% damage. So, fast-shooting guns cannot stack DOT higher than 200%.

Overall, I must say, incendiary ammo use is pretty fascinating from the guns I've looked at so far. Very interestingly, you can notice too that Incendiary II basically does the same ting as Incendiary IV on a fast-shooting gun like the PPR since the DOT bonus caps at 200%.

I've also minorly tweaked the DPS calculations again.

The version is 1.8.0. The Opera version I will update later.

tyhw wrote...
You definitely do.  Try it yourself:  Fire the GPS, then try to immediately charge it up.  You'll find that you have to wait 1 second before you can begin charging.  Same goes for all the other charge guns.


The more I think about certain guns, the more this doesn't make sense to me though. Take the Widow and Claymore for instance. Both, have according to my calculations, reload-cancelled reload times of 1.5-1.6 seconds. These are also the empirically reported times for in-game reload values (reload cancelled).

If we were to add the 1+ seconds the ROF of the guns require, then reload times would be astronomically high compared to the real times--they would be, in the 2+ second range. That is not the case.

Looking at the Wraith, something jumped out at me. The Wraith is odd in compared to these other two guns I've mentiond in that its reload-cancelled reload time is shorter than its TimeBetweenShots (ROF). This, could, out of pure speculation, account for another mechanism at play. Perhaps, again speculative, guns use the higher of either the RC reload time or TimeBetweenShots as the bare minimum that you must delay before shooting again.

Modifié par Creakazoid, 31 août 2012 - 12:04 .


#544
klokked

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This is incredible.
Opened up my manifest and stats rolled in and I ****ED IN MY PANTS

#545
Gravisanimi

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I just found and downloaded 8 hours ago and now there is an update? my luck

#546
Tybo

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Creakazoid wrote...

The more I think about certain guns, the more this doesn't make sense to me though. Take the Widow and Claymore for instance. Both, have according to my calculations, reload-cancelled reload times of 1.5-1.6 seconds. These are also the empirically reported times for in-game reload values (reload cancelled).

If we were to add the 1+ seconds the ROF of the guns require, then reload times would be astronomically high compared to the real times--they would be, in the 2+ second range. That is not the case.

Looking at the Wraith, something jumped out at me. The Wraith is odd in compared to these other two guns I've mentiond in that its reload-cancelled reload time is shorter than its TimeBetweenShots (ROF). This, could, out of pure speculation, account for another mechanism at play. Perhaps, again speculative, guns use the higher of either the RC reload time or TimeBetweenShots as the bare minimum that you must delay before shooting again.


Interesting...Are you sure that you have empirically reported times for the in-game reload values?  If so, then I sincerely apologize for providing misinformation.  I'm gonna jump on a bit to play around with this myself.  Unfortunately, I do not have recording software, but I'll be sure to get back to you with my impressions.

#547
Creakazoid

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tyhw wrote...
Interesting...Are you sure that you have empirically reported times for the in-game reload values?  If so, then I sincerely apologize for providing misinformation.  I'm gonna jump on a bit to play around with this myself.  Unfortunately, I do not have recording software, but I'll be sure to get back to you with my impressions.


Oh no, it wasn't misinformation at all. There is definitely something affecting guns like the Wraith and some of the charged weapons, I think. But, there seems to me to be "simple" cases like the Claymore and Widow where what you see is really what you get.

They weren't my own values, so I can't vouch for them. But, I'm pretty sure that at least the Claymore case was tested by someone doing a Fraps/video analysis. The 1.5 seconds (RC) definitely "feels" right for the Claymore too.

Modifié par Creakazoid, 31 août 2012 - 12:55 .


#548
Tybo

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Did a very quick, inexact test. I simply held down the fire button, letting the game reload for me. I used a stopwatch to approximate the time between shots. From my track experience, I know hand timed error is approximated at .2 seconds, so this should differentiate for those with refire times greater than ~.5.

Theoretical reload time if you have to wait before reloading:
Widow=60/70(ROF)+2.97(Reload)=3.83
Claymore=60/64+2.57=3.51

Results of my test:
Widow=3.82 (Excellent!)
Claymore=3.61 (~Within my expected error)

Repeated a few more times, recorded times stayed within ~.2 seconds of each other.

I'd say that my theory looks pretty good...

#549
Tybo

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Expected times with reload cancelling:
Claymore=60/64 + 1.04=1.98

I tried testing this with my stopwatch method, but had quite a difficult time. For one, there is the user error in executing the reload cancel. This was compounded by my attempts to work a stopwatch with my other had. (Luckily, I have my medigel bound to my back button on my mouse). That said, I couldn't get a time better than 2.15 between shots.

#550
Creakazoid

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tyhw wrote...

Expected times with reload cancelling:
Claymore=60/64 + 1.04=1.98

I tried testing this with my stopwatch method, but had quite a difficult time. For one, there is the user error in executing the reload cancel. This was compounded by my attempts to work a stopwatch with my other had. (Luckily, I have my medigel bound to my back button on my mouse). That said, I couldn't get a time better than 2.15 between shots.


Actually, my apologies. :blush:

I did some digging and the 1.5 seconds that I was told was incorrect. I found this video-based test and it looks like you are right. 2.1 seconds is the time they arrived at. Hooray for flip-flopping!

Here's the link:
social.bioware.com/forum/1/topic/343/index/12979238/1

Modifié par Creakazoid, 31 août 2012 - 01:13 .