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Weapons Stats Sheet - Updated for All Balance Changes


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454 réponses à ce sujet

#226
Cyonan

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Got a reply from Eric that confirms what that thread says about the Argus' damage.

I'm okay with the separation of the # - # stats, and I would display the units in the stat column in brackets.

Kyrene wrote...

I notice the effective RoF used for calculating DPS for all the burst fire weapons is wrong. It seems like you are using a formula of Shots Per Burst / (((Shots Per Burst - 1) * 60 / Rate of Fire) + Min. Refire Time) * 60 where you should be using Shots Per Burst / ((Shots Per Burst * 60 / Rate of Fire) + Min. Refire Time) * 60.


The exact formula I use is:

(damage*magazine)/(((magazine/shots_per_burst)*refire_rate)+((magazine-(magazine/shots_per_burst))*(60/rate_of_fire)))

With your formula, you're counting the RoF timer + Min Refire Rate timer on the last bullet in the shot, which only the Refire Rate gets counted.

#227
Teukki

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Cyonan, I enjoy these. You must be mentally ill for making these, but I applaud you sir/ma'am for your work.

#228
Lord Rosario

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Much appreciated.

#229
blaze55555

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I kinda want to reorder the top ~20 rows of the stats. It's not that the current way is bad, but I would like to give a strong feeling of what the gun is like, handling-wise and performance-wise, all in a single window. This is easier on a page without images, but not enough info fits in the regular space... I'm trying to think what to do exactly:

RoF + Clip Size gives a feel on how frequently you'll be reloading
Reserve Ammo + RoF + Clip Size gives a feel on how frequently you'll be running to ammo dumps
the S/B/A defense modifiers give a feel on how the weapon stands up to the different defense types
the 6 DPS stats we have give a feel on how quickly the weapon kills...
Shots per Burst & Projectiles per Shot and the Damage stat give an idea of how that damage is being done per shot, combined with the RoF gives an idea of how the gun performs, solely in a DPS role... so as you can see, I'm a bit... conflicted. I really want the ability to get a certain... feel for weapons just in that initial window including the name of the weapon and the image + the ~16 rows of stats that barely fit when viewing the sheet.

I'm thinking 2 DPS stats might be helpful, to add (somewhere a bit below, though, as they're not universally helpful, but it could be nice to include them on the sheet for comparison use):

Full Clip DPS (For weapons with variable fire, an average DPS becomes very calculable when you enter the strict requirements that the trigger never be released and a bullet never misses; it requires some wonky math, but it can work well - This is to give an idea of the Max average DPS you're looking at for guns, b/c in spite of a DPS higher than that, you always have to shoot through charge-up times)

The other is an alternative for guns like the Graal and GPS. For the Graal and GPS, I think all DPS mechanics should be based on snap-fire shots, firing as quickly as is allowed by RoF and Min Refire Time stats, and this second DPS could be thrown in to show what kind of happens when you charge every shot - The GPS might be a bit odd to try to figure out b/c you can fire a full-damage charged shot with 1 ammo left, getting ~3 shots in the clip, even though it has 5 ammo in a clip and a fully-charged shot uses 2 ammo; what I think might be more problematic would be the duration of a clip when fully charging... how exactly... Does the gun's RoF delay between shots disallow charging another shot until the RoF would allow a regular shot, or b/c you charged the shot, can you sometimes/always instantly start charging a new shot after the last shot is taken - i.e. when you shoot, the RoF limits how many times you can fire per second/per minute, hence why guns don't fire the entire clip instantaneously; what I mean by this is, like the confusion over the Min Refire Time stat - when charging weapons to fire, does the forced delay between shots, caused by the RoF stat, start counting from when you start charging the shot, or from when you release the trigger? Some past experience is trying to tell me it makes you wait after releasing the trigger, unless you use a mechanic I've read about, called "Instant fire" mechanic.

#230
blaze55555

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Oh, and for full clip DPS on the Typhoon, I'm trying to really grasp my head on all mechanics going at the same time, and it's complicated; here's pretty much the most accurate calculations I think I've done (going on a window-by-window looksie):

Between 0 and 0.75 seconds, it revs up from 250 min RoF to (0.75 - 0)/(1.5 - 0) (or 1/2) of the max RoF that it'll end up being; By just looking at it, you should know that the RoF revs from 250 to 650 over the 1.5 second Fully Charged Time, and 0.75 seconds, when the damage modifier kicks in, it's halfway to the max RoF, (it is presumed that the RoF increases linearly).
Based on that I did this: (250 + 650)/2 = 450; the end RoF that it's at when the damage modifier kicks in.
To find out how many bullets were fired in that first window, I did a calculation:
(250 + 450)/2 = 350 average RoF for that window, calculus area of the graph calculations show that the trapezoid-shape on the RoF graph for the Typhoon between 0 and 0.75 seconds allows 4.375 bullets to be fired. That 0.375 bullet doesn't get fired but is important.
Mid-Conclusion: 0 to 0.75 seconds: 4 bullets fired; weapon is 0.375 of a bullet cycle into firing the next bullet.
Next, I know that the ammo consumption now doubles to 2 ammo per 1 shot. So I took 100 - 4 and divided the difference by 2 (as the amount of shots is ammo left / ammo used per shot). Result: There will be 48 more shots before the gun cannot fire.
Next I did a similar calculation to before: (450 + 650)/2 = 550 average RoF for between 0.75 and 1.5 second window. Same math as before, calculating the Area of the Typhoon's RoF graph, I find that 6.875 bullets got fired; but let's not forget, that the first bullet was 0.375 of the way into firing, so I added that to get: 7.25 "shots fired." As before, only the whole number, 7 gets fired, but I'm keeping track of that 0.25 bullet progress for the next part.
Mid-Conclusion 2: 4 bullets had been fired, now 7 more have been fired. 4 ammo had been consumed, now and additional 14 have been consumed, as well.
Next I took the remaining bullets (due to the calculation being completely regular, now) and subtracted how close the gun was to firing another shot (0.25 from before) (100 - 4 = 96; 96/2 = 48; 48 - 7.25 = 40.75; alternate: 100 - 4 ammo consumed from first window - 14 ammo consumed for second window = 82; 82/2 = 41 - 0.25 = 40.75) This is how many "bullets" the gun has left to fire, so... I simply calculated the rest using the now-consistent (650) RoF.
(40.75/650)*60 = 3.761538462 seconds to deplete the rest of the clip after the 1.5 second heat up time. Add in the 0.75 second first window and 0.75 second second window (1.5 second total heat up window) and you get a full clip duration of:

5.261538462 seconds to deplete a full, non-extended Typhoon clip, with non-stop fire, no trigger-release.

The calculations before show 4 bullets being fired in the first window, 7 bullets being fired in the second window (costing 14 ammo), and 41 bullets being fired in the 3rd window (costing the remaining 82 ammo); multiply the 4 bullets by the damage per bullet for w/e rank of gun you have, and multiply the other 48 (7 + 41) by 1.5x the damage per bullet for w/e rank of gun you have, and divide the whole thing by [1.5 + ((40.75/650)*60)] - the calculator-accurate way of displaying the duration of the clip - and you have full clip DPS
for rank I it's ~641.3333333333333333333333333 DPS
for rank X it's ~801.6666666666666666666666666 DPS

For anyone interested in looking at this fine of detail.

#231
blaze55555

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Found a neet trick that is allowing me to copy formats from my sheet to yours. I was trying really hard, and only way I found I could copy a format, was if I copied it to the clipboard IN the doc I was working on. (When I tried copying the format in one sheet, and pasting in another, it was doing diddly). I was trying to find a way to transfer the formats when I found... I could do so by transfering/copying one my my sheets into yours. It's a temporary thing to aid in certain reformatting endeavors. Mainly for the shield/barrier/armor multiplier stat. You see, now that I did this, you can put a number in, simply, and it will display the right format (you type in 1 and hit enter, and it will display 1.0x, as some modifiers have one decimal point; Typhoon & Talon: 1.5x v barriers and shields). I'm going to keep my sheet a part of the thing temporarily, until I feel happier with the set-up/confident that I transferred the important format thingies (like the 'x' unit format thingy, which I couldn't repeat)

EDIT: I hid the sheet, and when not in use, until deleted, I will continue to do so (hide the sheet)
Also: I feel like the Falcon Damage I/X stats are wrong. I vaguely remember them being buffed to 300-400ish (Rank I/X) when the RoF was nerfed to 50. I'll try looking into it soon.

Modifié par blaze55555, 21 septembre 2012 - 02:22 .


#232
MikeSlackenerny

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I've just noticed the Stat Bar Accuracy for the Crusader is only 5. I thought the gun's like pin-point accurate?

Edit: the Claymore has an accuracy of 10, which is more than the Crusader's? If you compare the length of the Accuracy bar on the screen there's no way the Crusader should have an accuracy rating of 5.

Modifié par MikeSlackenerny, 23 septembre 2012 - 06:42 .


#233
peddroelm

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Typhoon ROF mechanics bronze tests vs cerberus Assault trooper (not ideal test subject - moves too much - likes

to rush into melee range) ...

Typhoon III (46.8666 base damage) on HI (27.5% WD passive) , ar stabilizer and ar extended mag add-ons...


=============================
Damage per bullet

Cold shot body damage TC off = 46.8666 * (1 + 0.275) = 59.7549
Cold shot body damage TC on = 46.8666 * (1 + 0.275 + 0.8) = 97.2481
Hot shot body damage TC off = 46.8666 * 1.5 * (1 + 0.275) = 89.6324
Hot shot body damage TC on = 46.8666 * 1.5 * (1 + 0.275 + 0.8) = 145.8722

Cold shot head damage TC off = 46.8666 * (1 + 0.275 + 0.2) * 2.5 = 172.8205
Cold shot head damage TC on = 46.8666 * (1 + 0.275 + 0.2 + 0.8) * 2.5 = 266.5537
Hot Shot head damage TC off = 46.8666 * 1.5 * (1 + 0.275 + 0.2) * 2.5 = 259.2308
Hot Shot head damage TC on = 46.8666 * 1.5 * (1 + 0.275 + 0.2 + 0.8) * 2.5 = 399.8307

With Cryo debuff
Cold shot TC off = 46.8666 * (1 + 0.275) * (1 + 0.25) = 74.6936
Hot shot TC off = 46.8666 * 1.5 * (1 + 0.275) * (1 + 0.25) = 112.0404

===========================

First Column is milisecond delay between current and previous hit ... Second colum is damage inflicted ..



START 59.755005
246 59.755005
251 59.755005
155 59.755005
133 89.632507
413 89.632507 //3 miss
103 89.632507
212 89.632507 //1 miss
101 89.632507
99 89.632507

START 59.755005
222 59.755005
258 59.755005
144 59.755005
124 89.632507
108 89.632507
103 89.632507
105 89.632507
105 89.632507
103 89.632507
103 89.632507
102 89.632507
106 89.632507
101 89.632507

START 59.755005
240 0.000000 ///////////// BUG 0 DAMAGE
251 59.755005
149 59.755005
115 89.632507
99 89.632507
101 89.632507
98 89.632507
100 89.632507
100 89.632507
104 89.632507
94 89.632507
105 89.632507
102 89.632507

START 59.755005
250 59.755005
252 59.755005 //miss
262 89.632507 //miss
95 89.632507
126 89.632507
100 89.632507
92 89.632507
108 89.632507
99 89.632507
110 89.632507
109 89.632507
117 89.632507
100 89.632507
119 89.632507
89 89.632507
129 145.872498 // TC ON
101 145.872498
96 145.872498
100 145.872498
117 145.872498
100 145.872498
104 145.872498
89 145.872498
109 145.872498
108 145.872498
127 145.872498
107 145.872498
109 145.872498
132 145.872498
117 145.872498
101 145.872498
108 145.872498
117 145.872498
107 145.872498
100 145.872498
84 145.872498
118 145.872498
130 145.872498
101 145.872498 // TC OFF 24 hits at max rof in 2.5 game seconds
103 89.632507
114 89.632507
117 89.632507
93 89.632507
117 89.632507
116 89.632507
103 89.632507
105 89.632507
84 89.632507
131 89.632507
93 89.632507
742 89.632507
238 89.632507

START 97.248352 //TC ON
236 97.248352
256 97.248352
159 97.248352
115 145.872498
111 145.872498

START 59.755005
223 59.755005
418 59.755005 //1 miss
134 89.632507
117 89.632507
109 89.632507
117 89.632507
105 89.632507
100 89.632507
129 89.632507
92 89.632507
107 89.632507
118 89.632507
92 145.872498 //TC on
108 145.872498
217 145.872498 //1 miss
117 145.872498
117 145.872498
91 145.872498
109 145.872498
100 145.872498
119 145.872498
207 145.872498 // 1 miss
217 145.872498 // 1 miss
103 145.872498
106 145.872498
101 145.872498
99 145.872498
117 145.872498
117 145.872498
117 145.872498
101 145.872498
108 145.872498 // TC off 23
135 89.632507
90 89.632507
100 89.632507
101 89.632507
117 89.632507
116 89.632507
100 89.632507
101 89.632507
92 89.632507
117 89.632507
117 89.632507
109 89.632507
110 89.632507
108 89.632507
109 89.632507
108 89.632507
125 89.632507
92 89.632507
117 89.632507
104 89.632507
121 89.632507
117 89.632507
84 89.632507
132 89.632507
85 89.632507
108 89.632507
104 89.632507
120 89.632507
87 89.632507
113 89.632507
102 89.632507
99 89.632507
100 89.632507
99 89.632507
88 89.632507
105 89.632507
125 89.632507
104 89.632507
81 89.632507
125 89.632507
107 89.632507
93 89.632507
107 89.632507
101 89.632507
92 89.632507
215 89.632507
244 89.632507
196 89.632507
103 89.632507
102 89.632507

START 172.820862 //head shot
197 59.755005
260 59.755005
166 59.755005
134 89.632507
102 89.632507
98 89.632507
100 89.632507
93 89.632507
108 89.632507
117 89.632507

START 59.755005
223 59.755005
243 172.820862
169 59.755005
117 89.632507
95 89.632507
94 89.632507
94 89.632507
94 89.632507
92 89.632507
95 89.632507
218 89.632507
100 89.632507
100 89.632507
115 89.632507
112 89.632507
103 89.632507
114 89.632507
114 89.632507
113 89.632507
113 89.632507
217 89.632507
100 89.632507
117 89.632507
111 89.632507
89 89.632507
118 89.632507
110 89.632507
100 89.632507
100 89.632507
90 89.632507

START 59.755005
221 59.755005
249 59.755005
708 89.632507
92 89.632507
102 89.632507
92 89.632507
117 89.632507
100 89.632507
109 89.632507
98 89.632507
98 89.632507
98 259.231293
97 259.231293
95 259.231293
93 259.231293
112 259.231293
95 259.231293
94 259.231293
93 89.632507
93 89.632507
115 89.632507
113 89.632507
112 89.632507
115 89.632507
109 89.632507

START 59.755005
214 59.755005
262 59.755005
154 59.755005
128 89.632507
102 0.000000 ////////////// BUG 0 damage
101 89.632507
100 89.632507
107 89.632507
99 89.632507
99 89.632507
98 89.632507
211 89.632507
100 89.632507
97 89.632507
96 89.632507
100 145.872498
96 145.872498
95 145.872498
116 145.872498
110 145.872498
117 145.872498
92 145.872498
100 145.872498
109 145.872498
100 145.872498
97 145.872498
95 145.872498
109 145.872498
105 145.872498
102 145.872498
128 145.872498
105 145.872498
101 145.872498
206 145.872498
98 145.872498
206 145.872498
107 145.872498
94 89.632507
190 89.632507
94 89.632507
99 89.632507
108 89.632507
109 89.632507
101 89.632507
90 89.632507
200 89.632507
94 89.632507
117 89.632507
100 89.632507
94 89.632507
94 89.632507
96 89.632507
107 89.632507
110 89.632507
100 89.632507
107 89.632507
100 89.632507
100 89.632507
97 89.632507
186 89.632507
229 89.632507
95 89.632507
101 89.632507
104 89.632507
91 89.632507
113 89.632507
112 89.632507
113 89.632507
322 89.632507
206 89.632507
94 89.632507
111 89.632507
112 89.632507
219 89.632507
113 89.632507
108 89.632507
213 89.632507
110 89.632507
109 89.632507


//////////////////////////
//////////////////////////
//////////////////////////////

START 59.755005
234 59.755005
250 59.755005
162 59.755005
130 89.632507
90 89.632507
113 89.632507
93 89.632507
92 89.632507
115 89.632507
106 89.632507
100 89.632507
96 89.632507
93 89.632507
109 89.632507
202 89.632507
104 89.632507
95 89.632507
92 89.632507
96 145.872498 //TC ON
96 145.872498
101 145.872498
110 145.872498
111 145.872498
93 0.000000 ////////////// BUG 0 damage
102 145.872498
98 145.872498
109 145.872498
95 145.872498
97 145.872498
108 145.872498
110 145.872498
103 145.872498
111 145.872498
88 145.872498
100 145.872498
110 145.872498
102 145.872498
102 145.872498
109 145.872498
95 145.872498
109 145.872498
93 145.872498
114 145.872498 // TC OFF 25 HITS ( 600 RPM)
90 89.632507
109 89.632507
114 89.632507
93 89.632507
96 89.632507
112 89.632507
99 89.632507
90 89.632507
101 89.632507
100 89.632507
112 89.632507
93 89.632507
95 89.632507
104 89.632507
92 89.632507
109 89.632507
94 89.632507
113 89.632507
90 89.632507
106 89.632507
110 89.632507
106 89.632507
94 89.632507
114 89.632507
118 89.632507
104 89.632507
106 89.632507
106 89.632507
105 89.632507
103 89.632507
103 89.632507
106 89.632507
106 89.632507
101 89.632507
111 89.632507
102 89.632507
98 89.632507
102 89.632507
98 89.632507
107 89.632507
193 89.632507
105 89.632507
102 89.632507
196 89.632507
103 89.632507


/////////////////////
///////////////////////
//////////////////////

Cryo on

START 74.693726
237 74.693726
249 74.693726
146 74.693726
133 112.040649
103 112.040649
100 112.040649
101 112.040649
112 112.040649
90 112.040649
96 112.040649
119 89.632507
100 89.632507
99 89.632507
104 89.632507
102 89.632507
109 89.632507
87 89.632507
417 89.632507
317 89.632507
114 89.632507
100 89.632507
86 89.632507
103 89.632507
213 89.632507
217 89.632507
105 89.632507
105 89.632507
106 89.632507
100 89.632507
88 145.872498 // TC ON
130 145.872498
91 145.872498
99 145.872498
98 145.872498
104 145.872498
199 145.872498 //1 miss
99 145.872498
211 145.872498 //1 miss
201 145.872498 // 1 miss
104 145.872498
98 145.872498
332 145.872498 //2 miss
100 145.872498
190 145.872498 //1 miss
111 145.872498
190 145.872498 //1 miss TC OFF 24-25 HITS 600 RPM plausible
313 89.632507 //2 miss
114 89.632507
188 89.632507
213 89.632507
458 89.632507
98 89.632507
102 89.632507
108 0.000000 ///////BUG 0 damage
208 89.632507
307 89.632507
109 89.632507
103 89.632507
97 89.632507
330 89.632507
104 89.632507
220 89.632507
100 89.632507
111 89.632507



////////////////////////////
///////////////////////////
///////////////////////////


START 59.755005
248 59.755005
248 59.755005
167 59.755005
117 89.632507
94 89.632507
90 89.632507
108 89.632507
102 89.632507
114 89.632507
93 89.632507
94 89.632507
109 89.632507
107 89.632507
96 89.632507
95 89.632507
105 89.632507
93 89.632507
108 89.632507
95 89.632507
100 89.632507
93 89.632507
112 89.632507
112 89.632507
105 89.632507
112 89.632507
106 89.632507
111 89.632507
106 89.632507
95 89.632507
100 89.632507
134 89.632507
88 89.632507
114 89.632507
98 145.872498 // TC ON
100 145.872498
100 145.872498
96 145.872498
104 145.872498
100 145.872498
89 145.872498
111 145.872498
100 145.872498
101 145.872498
120 145.872498
102 145.872498
128 145.872498
101 145.872498
102 145.872498
94 145.872498
112 145.872498
109 145.872498
117 145.872498
98 145.872498
92 145.872498
110 145.872498
91 145.872498
113 145.872498 // TC OFF 24 hits
103 89.632507
127 89.632507
102 89.632507
115 89.632507
96 89.632507
96 89.632507
108 89.632507
101 89.632507
99 89.632507
101 89.632507
90 259.231293
110 89.632507
107 259.231293
101 259.231293
116 89.632507
93 89.632507
101 259.231293
117 89.632507
93 89.632507
97 89.632507
112 89.632507
95 89.632507
93 89.632507
115 89.632507
102 89.632507
96 89.632507
111 89.632507
94 89.632507
100 89.632507
100 89.632507
111 89.632507
106 89.632507
96 89.632507
101 89.632507


///////////////////////
//////////////////////
///////////////////////
//////////////////////

START 59.755005
221 59.755005
255 59.755005
159 59.755005
117 89.632507
100 89.632507
88 89.632507
407 89.632507
95 89.632507
109 89.632507
109 89.632507
127 89.632507
100 89.632507
106 89.632507
111 89.632507
89 89.632507
119 89.632507
98 89.632507
212 259.231293
109 89.632507
112 89.632507
94 89.632507
112 89.632507
106 89.632507
100 399.831268 // 2 miss
94 145.872498 // TC ON
112 145.872498
93 145.872498
109 145.872498
108 145.872498
106 145.872498
113 145.872498
100 145.872498
95 145.872498
95 145.872498
117 145.872498
108 145.872498
104 145.872498
118 145.872498
87 145.872498
129 145.872498
93 145.872498
113 145.872498
104 145.872498
107 145.872498
110 145.872498
104 145.872498
104 145.872498 // TC OFF 24-25 hits
108 89.632507
104 89.632507
112 89.632507
110 89.632507
101 89.632507
103 89.632507
99 89.632507
113 89.632507
100 89.632507
99 89.632507
106 89.632507
113 89.632507
101 89.632507
112 89.632507
104 89.632507
107 89.632507
108 89.632507
106 89.632507
104 89.632507
113 89.632507
111 89.632507
101 89.632507
102 89.632507
105 89.632507
106 89.632507
106 89.632507
109 89.632507
123 89.632507
91 89.632507
107 89.632507
103 89.632507
100 89.632507
87 89.632507
113 89.632507
101 89.632507
106 89.632507
115 89.632507
112 89.632507
100 89.632507
117 89.632507

#234
peddroelm

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As a TL_DR to the above post ..

4 hits without charge bonus ...

Delays in milliseconds

0 cold shot
~250 cold shot
~250 cold shot (240 RPM)
~150 cold shot
~125 hot shot
~100 hot shot (600 RPM)
~100 hot shot
~100 hot shot
~100 hot shot
....

Typhoon charged up RPM is ~600 (NOT 650) ...

Also in those tests - every once in a while at most 1 bullet per clip did 0 damage (BUG) ...

#235
GroverA125

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The Valiant in MP seems to have a steady increase of ammunition by 1 per level. IF that's correct for all the levels, then logically, we'd end up with 39 spare rounds, which makes perfect sense, considering that rounds up to make a full magazine.

I know for a fact it does so up to level 4, but I'm not sure otherwise. I propose a change anyway, as it's more accurate than "30-31?" spare ammo capacity.

#236
Cyonan

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Got a few rate of fire updates as tested by Peddroelmz.

I'm happy enough with the data we have on the N7 Typhoon that I'll be able to go ahead and get some new calculations in on that one. I'll update that spreadsheet once I do them(or more accurately, update that sheet to do them for me =P).

#237
blaze55555

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Cyonan: In my first post on this page, I asked a few questions; mainly about the top rows of each gun type, but some others that I don't care to scroll back up to repost and yadda yadda. Anywho, just hoping for a response.

Additionally: Okay, I did a lot of reformatting on this page... what I want to do is copy the MP sheet and delete the images and make that the new mobile page. I forsee problem(s), though:

If someone saved the actual link to the imageless sheet, the #gid=(#) part of the link they'd have would no longer be valid. Not quite sure what happens, then. I'm wondering if I could fix that, but it'd be a tooon easier to simply copy sheet > delete images. I'll do some internet searches to see if i can fix that, but any thoughts?
Other than that, it should be relatively easier to do. The link in your OP would have to be changed, if I couldn't fix the gid # problem.

One last thing: In the OP, all links are to the &output=html version; perhaps add 4 more links in to the non-html version for those wishing to see the scroll-y version.

#238
Cyonan

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I've been considering the order of the rows. I wasn't entirely sold on how I had it set up, and I see you've changed it around a bit. What I'm thinking:

> Bring the modifiers up to just below the Damage Level X row, as they're directly related to damage.
> Possibly bring the Refire Time up to just below Rate of Fire? Not sure, though they are pretty closely related to overall firing speed.
> Keep the DPS numbers below the other important stuff, but above the numbers that most people aren't going to use. They're useful info, but highly variable and you generally don't see the same numbers in-game.

Having a charged DPS number could be useful for those weapons. I'm pretty sure I have that formula sitting around here somewhere. I can get some added in soon.

gid seems to be a largely arbitrary number(probably a primary key) that I can't change.

I'll see to getting 4 scroll friendly links in the OP.

#239
Heggy

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Would it be possible to set up a frame on the left which has the row titles, so that when you scroll they stay locked to the left hand side, or am I talking crazy talk?

Modifié par Heggy, 23 septembre 2012 - 05:04 .


#240
blaze55555

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Heggy wrote...

Would it be possible to set up a frame on the left which has the row titles, so that when you scroll they stay locked to the left hand side, or am I talking crazy talk?


There is. We're (he is) working on getting a link to that version in the OP. Apparently the &output=html version of the link doesn't support it.

Take the current link you're using and delete that section of the link ("&output=html") and it should display what we wanted it to when I suggested the change. It currently is set up to do that!

#241
Gladerunner

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Vindicator has higher dps than the Argus?

Seems legit, thanks for the stats sir.

#242
Cyonan

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Updated for today's changes.

I suspect that the Piranha will still be amazing and the sheet says so but in staying true to my signature I'll try it out in game after I'm done dealing with Gmail doing some incredibly annoying things.

Edit: The Typhoon's recoil isn't in yet. It's currently showing the old X level. I'll get it in there soon. It's roughly about 1/10th for recoil and 1/5th for zoom recoil.

Modifié par Cyonan, 25 septembre 2012 - 09:13 .


#243
blaze55555

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EDIT: Pre-S. Add a credit to peddroelmz to the OP? He's helped a lot with identifying some of the stats, verifying the actual stat when a stat was off/didn't match the number in the file, and identifying hidden stats that people couldn't/didn't find in the files! Very helpful dude! Maybe, like in Tangster's, also add in links to posts like Peddro's with info on game mechanics, as that's the majority of the point of this thing; to help players better understand the game mechanics going on in the background, to better help improve their game. Also: Peddroelmz & Cyonan awesome as always!!!

Changes: A lot are easily reversible.

Change #1: Do you like the new weapon name cells? I am trying to find an easy, subtle, yet clear way of indicating rarity of weapons.

EDIT: I already did the following; I like the result. Thoughts??? I'm likely to reformat (add 1 column and delete when done [I didn't delete the extra column; have fun if a new AR comes out, the extra space is already there!]) to have all the Commons in a row [in sequence], then Uncommons, then Rares, then UR's. But that's not yet [Wrong; already did it].
Still Valid: Say no to either the new scheme, or this proposal and I'll revert it to how it was before; alternatively: Say you like the new way so I know I'm headed in a good direction.


Change #2: Adding a few rows of stuff. In SMG's and AR's there was no Stat Damage; I understand why, but for continuity, so that all weapon sections have a similar feel, I put them in. Also, as a lot of people might not get the meaning of the word "stat" in the stat name, I renamed all "Stat Damage" columns to "Maximum Damage" as that is generally what the damage stat is for most weapons - the maximum damage it can do in a single shot; which is a tad misleading ingame, b/c the Graal nor the Kishock nor the GPS fire at max damage constantly, only when fully charged, and thus, DPS isn't based off of those, but slightly different stuff.

Change #3: Row reordering. I listened to what you said, and Imma work on it a bit more; I'm considering something:

Seeing as how your current set-up only allows it to work in regular format (which takes up a lot of space with the header of tools that only you and I can use); I'm considering adding a slight bit of color coding to the sheet, just to distinguish a bit. Light colors, I don't want things to jump way out. I was thinking a very dull red and a slightly less dull red for regular DPS numbers, a dull blue or orange, or yellow or purple for the 2nd DPS, etc. Trying not to over-use certain color'ing schemes so as to keep things clear, but it's a lot of data to mash into one sheet.

EDIT:
Change 4: I changed the name of "Stat Damage" to "Maximum Damage per Shot" and removed the Stat damage entirely, as it's inconsistent and misleading most often. 1. the proportions of Stat Damage often are way off, 2. for some weapons it's inconsistent which is misleading; the Kishock Graal and GPS don't do the listed Stat damage whenever you shoot, just when fully charged to utilize their max damage and the Reegar carbine DOES apparently fire 8 projectiles like a traditional Shotgun, contrary to what the damage stat would imply... (the Stat damage for the reegar carbine is the base damage stat itself). The new setup of 4 columns I find to be far more useful, and if the time ever comes where it becomes relevant to the SMG's or AR's... well I believe that time already came; look at the GPSMG, Typhoon, and Particle Rifle.

Change 5: I'm going to try to universalize all weapon sections to have recognizable universal stat names, so people know exactly which stat to look at. I.E. take out "prothean damage modifier" and consolidate it with the regular damage modifier stat, and include the same stat for SMG's to support Peddroelmz' findings on the GPSMG. I am thinking a stat of "Ammo used per shot" or something similar would be useful for the Hurricane, and a similar "Ammo Consumption Multiplier" might be useful for the GPSg... These would all be unique, handy mechanic stats to add towards the bottom in cyan. Stats which are helpful to understanding the weapon's inner workings, mechanics, role, and how to best handle the weapon, but otherwise useless to the mainstream concepts (RoF, damage per bullet, bullets per burst, etc.) Additionally: I'm considering adding a stat, a boolean value stat named "Can Penetrate" for weapons like the Kishock, Graal, GPSg, etc. so people can easily see if the AP mods are worthwhile (as most often if penetration is not possible, the weapon additionally ignores armor DR, anyway).

Modifié par blaze55555, 26 septembre 2012 - 01:46 .


#244
blaze55555

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 https://docs.google....Ync&output=html 
I tested something with SMG's format; easily reversible. I won't reverse it until I get your opinion on it, though.
My opinion? Horrible. Utterly chaotic - way too... Fruit Loops-y.

P.S. If you wanna reverse it

Basically Recolor every other (top) row the original, lighter grey; First, the bg color for the 'top' cells is in the bottom custom colors section; it should be 230/230/230 iirc (when you hover over the color with your mouse cursor, it tells the RGB combo that makes the color, and I believe that's the combo for the light grey I use; additionally, it should be the second custom color in the pallet).

Basically Recolor every other (bottom) row the original, darker grey; The second 'bottom' grey color is 204/204/204 and is in the black to white grey-scale gradation at the top in the preset color section.

Basically Remove Borders; Last, click the row # on the left and highlight all reformatted rows, go to the borders format symbol (a box with horizontal and vertical bisector lines going through it) and click it, then click the same square symbol with the greyed out, dotted lines.

Modifié par blaze55555, 26 septembre 2012 - 02:36 .


#245
Cyonan

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Took me a second to realize what the colours at the top were, but I like it now that I've stopped being slow =P

Might change the text colour on the URs though. That red on the dark grey can be a little hard on the eyes.

I like the other changes to, especially on my primary monitor which has a nasty habit of making colours look lighter than they are(Any very light colour just comes out as white)

#246
N7 Whiskey

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Cyonan wrote...

Took me a second to realize what the colours at the top were, but I like it now that I've stopped being slow =P

Might change the text colour on the URs though. That red on the dark grey can be a little hard on the eyes.

I like the other changes to, especially on my primary monitor which has a nasty habit of making colours look lighter than they are(Any very light colour just comes out as white)



Please don't do any Red/Black combos for text as I won't be able to see it.


Also, any way we can talk Pedro to do some testing on the Striker so we can have DPS numbers on it?  The long column of "Variable" kinda sucks after all this time.  I'd do it, but my rithmatik is off by 0.3116 :blush: (and I'd have no idea what I'm doing)

Modifié par BuckshotSamurai, 28 septembre 2012 - 03:40 .


#247
neteng101

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Anyone knows what happened to Creakazoid? He hasn't been around to update the Greasemonkey version.

#248
blaze55555

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Cyonan wrote...

Took me a second to realize what the colours at the top were, but I like it now that I've stopped being slow =P

Might change the text colour on the URs though. That red on the dark grey can be a little hard on the eyes.

I like the other changes to, especially on my primary monitor which has a nasty habit of making colours look lighter than they are(Any very light colour just comes out as white)


Your actually like it? My personal impression was that it was chaotically bright DX
It helps the output=html version, but D:

Maybe I'll use the format, but later look for duller versions of the colors..?

#249
Cyonan

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blaze55555 wrote...
Your actually like it? My personal impression was that it was chaotically bright DX
It helps the output=html version, but D:

Maybe I'll use the format, but later look for duller versions of the colors..?


I was actually looking at it on my main monitor which lightens every colour. The blue you have for magazine, capacity, rof, etc. looks like an off-white on it, and then a light blue on my other monitor.

Given how it looks on my second monitor I would say it could be lightened up a bit. I like how it looks on my main monitor, but unfortunately you can't really see my main monitor(and screenshots don't seem to work, as I've tried it for other things in the past) =P

#250
blaze55555

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Cyonan wrote...

blaze55555 wrote...
Your actually like it? My personal impression was that it was chaotically bright DX
It helps the output=html version, but D:

Maybe I'll use the format, but later look for duller versions of the colors..?

I was actually looking at it on my main monitor which lightens every colour. The blue you have for magazine, capacity, rof, etc. looks like an off-white on it, and then a light blue on my other monitor.

Given how it looks on my second monitor I would say it could be lightened up a bit. I like how it looks on my main monitor, but unfortunately you can't really see my main monitor(and screenshots don't seem to work, as I've tried it for other things in the past) =P

That? It's a light turquious... and that's one color that I didn't change... and haven't changed... Now that you mention it, though... it is awefully bright; I'll try coming up with a more dull, light color.

In case you've never taken art, there are 2 things that are different but important:
(My art is limited to 2 years of Middle School and 4 years in High School... 6 years, but in Middle and High School)
  • I forget the term for this, but general lightness or darkness; If you take an original color and add white, it makes it a tint, if you add black, it makes it a shade, and if you add a grey of any sort, it makes it a tone. Adding white makes it lighter, and tints are what I'm going for - easier to see. I may be going for tones, though; lighter tones.
  • The other is Brightness; The more pure a color is, the brighter it is; inversely, if a color is less 'bright' it is duller. To dull a color, you add the compliment of said color. Too long looking at too bright of colors gives one a headache, especially when there is a mixture of multiple very bright primary/sencondary colors.
I'm trying to make the colors clear, not too bright, and light. All help is appreciated, b/c unfortunately, unlike with paints, I'm bad with the 'weird' color palettes I'm working with. I'm not that good with paints, either.

I also have a kind of overhaul formatting change I will run by you. I'm just deciding on some 'finalized' details.

Modifié par blaze55555, 29 septembre 2012 - 03:11 .