Aller au contenu

Photo

Weapons Stats Sheet - Updated for All Balance Changes


  • Veuillez vous connecter pour répondre
454 réponses à ce sujet

#126
RamsenC

RamsenC
  • Members
  • 1 799 messages

Cyonan wrote...

I got a response from Eric about this.

The Valiant does 396.2 - 515.5 damage. They buffed it a bit when they imported it into MP.

Since the other 3 N7 weapons have all recieved damage buffs, then their numbers are accurate.


Whoa, didn't realize it was so powerful, good to know. How are the GPS sustained dps numbers so high?

#127
peddroelm

peddroelm
  • Members
  • 2 396 messages

RamsenC wrote...

Whoa, didn't realize it was so powerful, good to know. How are the GPS sustained dps numbers so high?

 

Wonder if he's using this formula to calculate uncharged GPS single shot damage

BaseDamage * 0.45 * (1 + 0.3 + 0.3)

At full charge its

BaseDamage * (1 + 0.3 + 0.3)

#128
Cyonan

Cyonan
  • Members
  • 19 354 messages

RamsenC wrote...

Whoa, didn't realize it was so powerful, good to know. How are the GPS sustained dps numbers so high?


Slight miscalculation with instant fire damage, been fixed now :whistle:

I ran some numbers a while ago for another thread asking specifics about the GPS, and if I remember right, the highest DPS you can get out of that gun is to fully charge the first shot, then fire off every other shot in the clip normally.

#129
RamsenC

RamsenC
  • Members
  • 1 799 messages

peddroelmz wrote...

Wonder if he's using this formula to calculate uncharged GPS single shot damage

BaseDamage * 0.45 * (1 + 0.3 + 0.3)

At full charge its

BaseDamage * (1 + 0.3 + 0.3)


That's probably it. On a side note are the damage bonuses some guns get to barriers/shield/armor mulitplicitve or additive? If it's multiplicitive the Talon is even more nuts than previously thought.

DPS number for each protection type would be nice =]

#130
Cyonan

Cyonan
  • Members
  • 19 354 messages

RamsenC wrote...

That's probably it. On a side note are the damage bonuses some guns get to barriers/shield/armor mulitplicitve or additive? If it's multiplicitive the Talon is even more nuts than previously thought.

DPS number for each protection type would be nice =]


I believe Eric said it was multiplicative of the final damage number, though I imagine Peddroelmz will get a definate answer(Occasionally what Bioware says isn't what occurs in game =P).

I've thought about having more DPS numbers for things like charged vs uncharged or against a specific defence type, but I feel like it would clutter up the sheet too much. It would almost be better just to have a DPS specific spreadsheet at that point.

Modifié par Cyonan, 26 août 2012 - 07:58 .


#131
RamsenC

RamsenC
  • Members
  • 1 799 messages

Cyonan wrote...

I believe Eric said it was multiplicative of the final damage number, though I imagine Peddroelmz will get a definate answer(Occasionally what Bioware says isn't what occurs in game =P).

I've thought about having more DPS numbers for things like charged vs uncharged or against a specific defence type, but I feel like it would clutter up the sheet too much. It would almost be better just to have a DPS specific spreadsheet at that point.


True, plus it's easy math anyways. How is the Talon sustained dps so low btw? Seems to have a bigger than usual gap between sustained and one clip dps.

Modifié par RamsenC, 26 août 2012 - 08:03 .


#132
peddroelm

peddroelm
  • Members
  • 2 396 messages

RamsenC wrote...


That's probably it. On a side note are the damage bonuses some guns get to barriers/shield/armor mulitplicitve or additive? 


Multipliative - but applies after armor DR substraction in case of armor ... (For example typhoon can lose a ton DPS to armor DR even with its 1.5 multiplier vs armor if no armor piercing/weakening are used ; and armor piercing from AP ammo (best at the job) doesn't work on typhoon)

Modifié par peddroelmz, 26 août 2012 - 08:10 .


#133
Cyonan

Cyonan
  • Members
  • 19 354 messages

RamsenC wrote...

True, plus it's easy math anyways. How is the Talon sustained dps so low btw? Seems to have a bigger than usual gap between sustained and one clip dps.


Import error(I did SP first, and a few I manually calculated out, that's what you were seeing). Fixed any weapons with these import errors.

On a side note, doing these kinds of calculations and importing probably isn't a good idea at 2am after having spent half a day looking at programming code =P

I'll go through and double check everything tomorrow after I've had my average of 3-4 hours of sleep I get per night.

#134
Nitrocuban

Nitrocuban
  • Members
  • 5 767 messages
Holy f****** s**** just saw the specs of this new Bloodpack SMG.
It´s much lighter than the Hurricane, has almost double the ammo and more damage. Can´t wait to have this thingy in MP

#135
HLake

HLake
  • Members
  • 232 messages
Thanks a lot.

#136
Cyonan

Cyonan
  • Members
  • 19 354 messages

Nitrocuban wrote...

Holy f****** s**** just saw the specs of this new Bloodpack SMG.
It´s much lighter than the Hurricane, has almost double the ammo and more damage. Can´t wait to have this thingy in MP


Shot for shot, the current Hurricane actually hits harder(It's been buffed quite a bit in MP), but the Bloodpack Punisher has that 5x damage AP shot every 8 rounds which brings the overall damage output pretty close to the Hurricane.

Though I've found it to be a bit less accurate, and the AP round has a pretty good kick on the recoil(as it's 5x the normal recoil).

#137
Influ

Influ
  • Members
  • 1 760 messages
The Vindicator's sustained DPS is listed as higher than the burst DPS. Also, the Incisor's burst DPS at level I lists as 0.00. Come on now, it's not that bad.

#138
Cyonan

Cyonan
  • Members
  • 19 354 messages

Influ wrote...

The Vindicator's sustained DPS is listed as higher than the burst DPS. Also, the Incisor's burst DPS at level I lists as 0.00. Come on now, it's not that bad.


It certainly does feel like it some times =P

They've been fixed.

#139
Nitrocuban

Nitrocuban
  • Members
  • 5 767 messages

Cyonan wrote...

Nitrocuban wrote...

Holy f****** s**** just saw the specs of this new Bloodpack SMG.
It´s much lighter than the Hurricane, has almost double the ammo and more damage. Can´t wait to have this thingy in MP


Shot for shot, the current Hurricane actually hits harder(It's been buffed quite a bit in MP), but the Bloodpack Punisher has that 5x damage AP shot every 8 rounds which brings the overall damage output pretty close to the Hurricane.

Though I've found it to be a bit less accurate, and the AP round has a pretty good kick on the recoil(as it's 5x the normal recoil).


Damn you are right of course, I compared the SP Hurrican with it, not the MP Huricane.

#140
Cyonan

Cyonan
  • Members
  • 19 354 messages
Updated for today's changes.

The GPR buff isn't going to make it into an insane AR, but it does significantly help it vs armoured targets.

They also appear to have used the same change for the Falcon that I did in my single-player rebalancing mod that I made for myself.

#141
blaze55555

blaze55555
  • Members
  • 191 messages
I'm not fully done yet, but perhaps you might like what I did in Open Office here:
https://docs.google....M2pXaUxDbWJNMWc

I would need to replicate all changes into the SP tab as well, the duplicate both tabs and make image versions of them but the formatting changes I made were (the most significant):
First the order of weapon types. By and far, SMG's and HP's are sidearm-esque weapons and should be slightly weakear backup kinds of weapons, being weaker, I moved them to the top. Pretty much the entire order is from fastest shooting overall/average weakest gun types to strongest cannon/single shot weapons (SMG to HP to AR to ShG to SnR)
Next: I made 3 new rows for all weapons for the shield, armor and barrier damage bonuses. This allows the data to appear more clearly and for calculations to be done easily via references (no need to input some number data manually because the sheet can't identify "115.7 (1.5x for shields)" to simply mean 115.7 damage
Next: I mentioned this before, the freeze mechanic. I removed all of the intermittent stat name column data and froze one, singular double row. For weapon stat names, there are 2 columns-worth of room for the name of the data. I used 2 so that weapon Mods could fit under the freeze window without also freezing the stats of w/e first weapon that was in the second column of all weapon rows.
I highlighted all of the DPS's as light grey for rank I DPS's and darker grey for rank X DPS's. For stats that affect the gun no matter what rank it is I highlighted in a color called "pale green." it stands out.
I tried to label some rows with a unit name, whether or not it was an easy conversion (I found that in Gdocs, if you highlight a row, and click format > numbers > currency, and at the very bottom click "custom currency" you can put in any text you want behind numbers, including manual units and have them display in all cells with numbers and if you click "right" it puts the "currency symbol" behind the data, so you can label a damage stat as "# damage")
Penetration, piercing and time-related stats should have the appropriate unit identifier attached.
If I remember any more changes I made or why, I'll let you know.

P.S. I tried to find ways (such as reference symbols like *) to remove long text and writing in individual weapon stat columns so they could become as thin as possible and hopefully fit as many cells/columns/data/stats on one screen as possible for ease of use without hurting the eyes. This is most prominent with the Hurricane and Harrier-related cells.

Modifié par blaze55555, 30 août 2012 - 06:27 .


#142
Bon3zz1001

Bon3zz1001
  • Members
  • 823 messages
Sure would be nice if the Collector Rifle got buffed. The fact that it only does slightly more dps compared to the Phaeson is very disappointing. It's also way heavier than it as well.

Modifié par Bon3zz1001, 30 août 2012 - 06:35 .


#143
peddroelm

peddroelm
  • Members
  • 2 396 messages

blaze55555 wrote...

I'm not fully done yet, but perhaps you might like what I did in Open Office here:
https://docs.google....M2pXaUxDbWJNMWc


Reegar fires 8 projectiles per shot not 1 
and valiant does more damage per shot than you have it listed out 

Modifié par peddroelmz, 30 août 2012 - 06:40 .


#144
blaze55555

blaze55555
  • Members
  • 191 messages

peddroelmz wrote...

blaze55555 wrote...

I'm not fully done yet, but perhaps you might like what I did in Open Office here:
https://docs.google....M2pXaUxDbWJNMWc


Reegar fires 8 projectiles per shot not 1 
and valiant does more damage per shot than you have it listed out 


Thanks for the info, didn't know about the reegar, thought it was a stream weapon, the fact that it's like the others is probably what makes it so... amazing... so it really shoots 8 projectiles, not 1, and each does 66 damage and it fires at a rate of 1100 shots per minute? (or 1000, can't remember)???

Also, I was trying to help out with formatting stuff for cyonan, didn't really focus too much on making sure the stats are accurate as that's out of my reach with exception of the updates posted by Fagnan in that one post; I tried to make sure stats stayed updated at least with that one thingy so that if I took a week or two, cy wouldn't have to go through (assuming he accepted these changes and liked them) and reupdate everything. I was promarily focusing on format.

#145
peddroelm

peddroelm
  • Members
  • 2 396 messages

blaze55555 wrote...


Thanks for the info, didn't know about the reegar, thought it was a stream weapon, the fact that it's like the others is probably what makes it so... amazing... so it really shoots 8 projectiles, not 1, and each does 66 damage and it fires at a rate of 1100 shots per minute? (or 1000, can't remember)???



equivalenting Reegar to an automatic weapon single bullet vs shields

66 * 8 * 2 = 1056 base damage per shot  before skills//consumables at 1000 RPM

Wonder why some folks are crying nerf :innocent:

==============
Avenger X 48.2 base damage vs shields   500 ROF
Revenant X 79.5 base damage vs shields   650 ROF
Cerberus Harrier X 129.5 base damage vs shields 550 ROF
Typhoon X 124.875 base damage vs shields  650 ROF (after delay) 
Reegar X 1056 base damage vs shields at 1000 ROF (after small delay)  (equivalent 1 shot weapon assuming all 8 pellets hit)
============

Modifié par peddroelmz, 30 août 2012 - 07:23 .


#146
blaze55555

blaze55555
  • Members
  • 191 messages
I'm currently in the process of bringing the changes I made to the MP sheet to the SP sheet if you wanna refresh every few minutes and see the kinds of things I'm changing

@peddroelmz: Have you confirmed that in the coalesced and in testing? D: that is OP to the ultimate.

Modifié par blaze55555, 30 août 2012 - 08:45 .


#147
blaze55555

blaze55555
  • Members
  • 191 messages
I think I've completed updating the format of the stats for the SP sheet. Now all that's left is transferring the strange DPS's I defined and added into the SP sheet, then copying the sheets and inserting standardized images...

For the record, my definitions of the DPS's I've included are as is:
Standard DPS: If you start shooting, what is the DPS going to be to start.
Maximum DPS: This is for odd ball weapons like the GPSMG, Typhoon, Striker, PPR, etc. with variable strange mechanics which make their DPS variable across any given time window. The window of time focused on to get this stat is after the weapon has stabilized on it's default/end stats whereas it reaches its... "Maximum DPS" or the highest DPS you'll reach with the gun if you focus on the window of time after all of the charging.
Full Clip Sustained Fire Average DPS is like an average of the previous 2. It's pretty much meant to be calculated by calculating the total amount of damage which can be done in a single clip, by multiplying the rounds in a magazine by the projectiles per round and by the damage per projectile, and then by dividing that total damage by the exact amount of time it takes to fully empty the clip. This can be tricky, but doable, I just need time to fill in this section - if a weapon isn't non-standard, this row of stats is lighter overall to indicate that this stat will no be calculated for that weapon as it's unnecessary; simply look at the other DPS stats as they should be exactly the same.
Sustained and RC Sustained DPS's are simply the DPS over a complete window of time that lasts forever. It accounts for the damage lost and DPS decrease during reload sessions and the RC version merely does this with the perfectly executed RC stat.

#148
peddroelm

peddroelm
  • Members
  • 2 396 messages

blaze55555 wrote...

@peddroelmz: Have you confirmed that in the coalesced and in testing? D: that is OP to the ultimate.


tested in game ..

Modifié par peddroelmz, 30 août 2012 - 10:46 .


#149
Astreon

Astreon
  • Members
  • 50 messages
A couple of questions,

How are you calculating single clip DPS for burst weapons?  When I try it myself, I get numbers like those on Grimy's weapon sheet.  With a Vindicator X, for example, I got 471.4 DPS from taking eight bursts and seven refire delays into consideration for the time spent.

Also, in light of the recent Valiant damage edit, is it still true that the weapon only gains a single spare round on its way from I to X?  If so, I wonder if it's unintentional, as it stands out like a sore thumb compared to the rest of the game's arsenal.

#150
Misfiring

Misfiring
  • Members
  • 429 messages
Hi I believe the Raptor's DPS is incorrect......... in Tangster's sheet the DPS at level 1 is in the region of 700+........ it can't be lower than the Insicor.........