Spice Up Your Multiplayer Manifest with Stats! (Retaliation Guns/Gear/Mods)
#176
Posté 06 juillet 2012 - 03:02
#177
Posté 06 juillet 2012 - 03:02
ValorOfArms777 wrote...
the magazine upgrade CAN be superior depending on the gun ....
Which guns? The only SMG I use is the Hurricane.
#178
Posté 06 juillet 2012 - 03:04
I guess in the proper estimate it should say 45% more DPS I unno that don't feel right either I prob hmmm still say it increases the DPS by 22.5% in some sence
Modifié par ValorOfArms777, 06 juillet 2012 - 03:09 .
#179
Posté 06 juillet 2012 - 03:06
EvilDeity wrote...
The Javelin, Reegar and Krysae are, strictly speaking, charge weapons, but they are charge weapons where "charging" them has no effect on their damage.ValorOfArms777 wrote...
the magazine upgrade CAN be superior depending on the gun ....
Which guns? The only SMG I use is the Hurricane.
Geth SMG for example benfits more than Extended Clip
Tempest
Locust
Shuri is better off with Heat Sink as is Hornet usually they have less in a hold and burst over full auto so their accuracy matters more combinding both equals a more stable SMG since a barrel on them is pointless somewhat...
#180
Posté 06 juillet 2012 - 03:07
#181
Posté 06 juillet 2012 - 03:08
#182
Posté 06 juillet 2012 - 03:13
#183
Posté 06 juillet 2012 - 03:21
ValorOfArms777 wrote...
Creak you can boost the heat sink DPS by 45% but this is only for the best probability
I don't think that is really true though. On the surface, the most average case you arrive at is that you get a 45% magazine size boost since 45% of the rounds are free. BUT, then you have to account for the fact that 45% of the rounds you just saved will be free. And so on and so on... So, you'd asymptotically approach an effective magazine size. Time to go do some tinkering in Excel.
#184
Posté 06 juillet 2012 - 03:32
Grimy Bunyip wrote...
Heat Sink >> Extended Mag
45% chance of not using up each bullet translates to an average of ~82% increase in shots per reload and total ammo.
Magazine upgrade gives you +80% shots per reload, but doesn't really increase your total ammo noticeably.
Hurricane: High Caliber Barrel or Heat Sink
xabkish wrote...
Heat Sink is better than Ext Mag most of the time. It gives you 82% more bullets on average against 80% from Ext Mag. And it also increases you spare ammo by the same amount because of the way it works while Ext Mag does not. So it's either Heat Sink and Ext Mag or Heat Sink and Ext Barrel.
A Maths Question Regarding SMG Heat Sink
Modifié par EvilDeity, 06 juillet 2012 - 03:45 .
#185
Posté 06 juillet 2012 - 03:35
Effective Magazine Size = (Magazine Size) + (Magazine Size) * [ ln(0.45) ]
Basically that just sums up all the free rounds that the free rounds get that the free rounds get...
#186
Posté 06 juillet 2012 - 04:14
#187
Posté 06 juillet 2012 - 05:07
#188
Posté 06 juillet 2012 - 05:37
#189
Posté 06 juillet 2012 - 05:41
Creakazoid wrote...
Ah, okay. It's easy to figure out the effective magazine size the Heat Sink yields if you think about it as an exponential decay problem.
Effective Magazine Size = (Magazine Size) + (Magazine Size) * [ ln(0.45) ]
Basically that just sums up all the free rounds that the free rounds get that the free rounds get...
I feel vindicated about my protracted discussion with GodlessPaladin now about getting a Heatsink explanation into his big mechanics thread. Knew that there were plenty of people (like me originally) who didn't get it when they first looked at it.
Also, bumb for great justice.
#190
Posté 06 juillet 2012 - 11:20
BlackbirdSR-71C wrote...
Creakazoid wrote...
BlackbirdSR-71C wrote...
Edit: Nvmnd! As someone pointed out, you need to change the language in your manifest to english for it to work (unless it's on english by default of course).
I could look into making it work for non-English users. It's not working because several of the data files I use I didn't create (Tangster's docs for weapons, gear, and consumables). Thus, I have to connect each card on your manifest to the data files based on the "displayable" title of the item (hence the dependency on English).
For it to work across all languages, I'd have to migrate everything to my own data files (or create a data file for the data file) in order to use the image names of the manifest cards (language independent) to connect each item with their data. I may or may not do this, we'll see.
No, it's totally fine as it is! The only thing I'd suggest is noting that in the first post, maybe under installation even.
However, I'm now getting a bug where the text and icons on the character page are misplaced. Screenshot below:
s1.directupload.net/images/120705/vgqw32mh.png
Sorry for bumping, I still haven't figured out how to solve this problem
Edit: Reinstalled firefox from scratch, only installed greasemonkey and the script - still no dice.
Modifié par BlackbirdSR-71C, 06 juillet 2012 - 12:02 .
#191
Posté 06 juillet 2012 - 03:25
Sorry for bumping, I still haven't figured out how to solve this problem
Edit: Reinstalled firefox from scratch, only installed greasemonkey and the script - still no dice.
That is due to a missing stylesheet caused by a borked download from a crappy file host. I just changed where I host that so try it now to see if it works. I think it should fix it.
Modifié par Creakazoid, 06 juillet 2012 - 03:26 .
#192
Posté 06 juillet 2012 - 03:33
Nice work too.
#193
Posté 06 juillet 2012 - 03:58
#194
Posté 06 juillet 2012 - 05:26
Creakazoid wrote...
Sorry for bumping, I still haven't figured out how to solve this problem
Edit: Reinstalled firefox from scratch, only installed greasemonkey and the script - still no dice.
That is due to a missing stylesheet caused by a borked download from a crappy file host. I just changed where I host that so try it now to see if it works. I think it should fix it.
Yes! Thank you very much, excellent addition to the manifest!
#195
Posté 07 juillet 2012 - 02:05
EvilDeity wrote...
Heat Sink or Extended Mag on a SMG?Grimy Bunyip wrote...
Heat Sink >> Extended Mag
45% chance of not using up each bullet translates to an average of ~82% increase in shots per reload and total ammo.
Magazine upgrade gives you +80% shots per reload, but doesn't really increase your total ammo noticeably.
Hurricane: High Caliber Barrel or Heat Sinkxabkish wrote...
Heat Sink is better than Ext Mag most of the time. It gives you 82% more bullets on average against 80% from Ext Mag. And it also increases you spare ammo by the same amount because of the way it works while Ext Mag does not. So it's either Heat Sink and Ext Mag or Heat Sink and Ext Barrel.
A Maths Question Regarding SMG Heat Sink
correct but only one gun does not benafit from the Heat Sink ...Geth SMG sinc eit's fire rate is incremented upon amount of rounds blasted out reulting in the fact the weapons dmg is cruddy it benfits from both in the end anyways but the way it is to have a stable amount of bulltets helps it out as it wont roll "low"
#196
Posté 07 juillet 2012 - 02:28
#197
Posté 07 juillet 2012 - 02:37
#198
Posté 07 juillet 2012 - 02:47
ValorOfArms777 wrote...
some of your melee info is off I did post up info about it though
Thanks for the reminder. The character data is one of the few data files I actually formatted myself. I just updated the Drell melee values. Is that the only one that was wrong?
Modifié par Creakazoid, 07 juillet 2012 - 02:48 .
#199
Posté 07 juillet 2012 - 08:22
Here's a SPREADSHEET: docs.google.com/spreadsheet/ccc
Human Engineer, Human Sentinel, Human Soldier, Human Infiltrator, Quarians (Male and Female), and Salarians:
- Light Melee base damage: 150
- Heavy Melee base damage: 600
Asari:
- Light Melee base damage: 150
- Heavy Melee base damage: 500
- Heavy Melee radius: 4.5 meters (Maximum impact targets 3, maximum ragdoll targets 1)
Batarians:
- Light Melee base damage: 190
- Heavy Melee base damage: 1000
Drell:
- Light Melee base damage: 225
- Heavy Melee base damage: 600
Ex-Cerberus:
- Light Melee base damage: 400
- Heavy Melee base damage: 350
- Heavy Melee radius: 6 meters (Maximum impact targets 3, maximum ragdoll targets 1)
Geth:
- Light Melee base damage: 200
- Heavy Melee base damage: 375
- Heavy Melee radius: 5 meters (Maximum impact targets 3)
Human Adept:
- Light Melee base damage: 150
- Heavy Melee base damage: 500
- Heavy Melee radius: 4.5 meters (Maximum impact targets 3, maximum ragdoll targets 1)
Human Vanguard:
- Light Melee base damage: 150
- Heavy Melee base damage: 500
Krogans:
- Light Melee base damage: 300
- Heavy Melee base damage: 700
Turians:
- Light Melee base damage: 200
- Heavy Melee base damage: 675
Vorcha:
- Light Melee base damage: 250
- Heavy Melee base damage: 600
if you need to locate some info use any of the links in my sig btw letting ppl know about the "max targets meters and the ragdoll would help too so they can sum up more of it's use
Modifié par ValorOfArms777, 07 juillet 2012 - 08:29 .
#200
Posté 07 juillet 2012 - 08:45





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