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 .