Weapons Stats Sheet - Updated for All Balance Changes
#151
Posté 02 septembre 2012 - 10:36
#152
Posté 03 septembre 2012 - 09:49
blaze55555 wrote...
Cyonan, I don't mean to pry or put more on your plate as what you do is extremely helpful and appreciated, but do you have any opinion on my reformatted version of the game stats?
Work has been really busy this last week, so I haven't really had much of a chance to look at it yet.
I'll be going through it this week since most of the pile of stuff they dumped on my to do list last week will be finished up by the end of today.
Misfiring wrote...
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.........
It's been corrected for the refire rate, which Tangster's sheet didn't have that.
Incisor actually does pretty good damage against non armour, but the accuracy makes a lot of the damage wasted on missed shots.
#153
Posté 04 septembre 2012 - 06:30
I was beginning to get worried. Thank you for the response! You're still awesome as ever! I didn't really think of any IRL problems that might compound on the stuff you do for this and your other threads, and updating and responding to comments etc. that you do. Good to hear IRL responsibilities are being dealt with and whatnot.
I'm still uploading images on my thingy and the DPS sections is truly editable (I am just putting on anything and everything atm just b/c deleting is easy; remembering what I thought would be a good addition... that might not be so easy)
The format, in general, is anything related to rank I guns is light grey, anything related to rank X guns is darkish/medium grey, and anything important to DPS/damage mechanics, and ingame info useful to use, is highlighted as "light green" (The stuff that is unrelated to gun rank like RoF and whatnot). If it's a stat that doesn't directly affect damage, use (in relation to damage, like penetration stats can help shoot through walls and allow you to leave AP mods off, if you feel like it), nor does the stat change with gun ranks, I left it plain ol' white. Which are all of those recoil and interp. (w/e that stands for), and accuracy stats in there. (I am not sure what or how those Acc stats affect what) The last thing is I put in a very noticeable row for each of the shield/barrier/armor stats for those unique damage modifiers. This allows columns to be shortened so you can compare more stats in one window, and for damage cells to be used for direct calculations in universal use. Not to mention I made the background dull versions of the color and individually used a brighter version of the color if the gun has a positive modifier to make that pop out to the viewer.
Last: If you don't feel comfortable doing it in the thread cuz anyone can see it, you could message me, but if you gimme the email you use to sign in to w/e profile you use to edit your sheet, I can make you allowed to edit my sheet as well. *shrug* might be useful; it's up to you. Thanks for being teh awesomest.
#154
Posté 10 septembre 2012 - 08:35
blaze55555 wrote...
oh hi, you didn't disappear off the face of the earth unannounced like Tangster DX
I was beginning to get worried. Thank you for the response! You're still awesome as ever! I didn't really think of any IRL problems that might compound on the stuff you do for this and your other threads, and updating and responding to comments etc. that you do. Good to hear IRL responsibilities are being dealt with and whatnot.
I'm still uploading images on my thingy and the DPS sections is truly editable (I am just putting on anything and everything atm just b/c deleting is easy; remembering what I thought would be a good addition... that might not be so easy)
The format, in general, is anything related to rank I guns is light grey, anything related to rank X guns is darkish/medium grey, and anything important to DPS/damage mechanics, and ingame info useful to use, is highlighted as "light green" (The stuff that is unrelated to gun rank like RoF and whatnot). If it's a stat that doesn't directly affect damage, use (in relation to damage, like penetration stats can help shoot through walls and allow you to leave AP mods off, if you feel like it), nor does the stat change with gun ranks, I left it plain ol' white. Which are all of those recoil and interp. (w/e that stands for), and accuracy stats in there. (I am not sure what or how those Acc stats affect what) The last thing is I put in a very noticeable row for each of the shield/barrier/armor stats for those unique damage modifiers. This allows columns to be shortened so you can compare more stats in one window, and for damage cells to be used for direct calculations in universal use. Not to mention I made the background dull versions of the color and individually used a brighter version of the color if the gun has a positive modifier to make that pop out to the viewer.
Last: If you don't feel comfortable doing it in the thread cuz anyone can see it, you could message me, but if you gimme the email you use to sign in to w/e profile you use to edit your sheet, I can make you allowed to edit my sheet as well. *shrug* might be useful; it's up to you. Thanks for being teh awesomest.
I would certainly love to be able to ignore IRL, but I get the feeling that doing so would result in me actually dropping off the face of the earth =P
Now that IRL isn't kicking my a** anymore(at least as far as work goes, anyway) I've had some time to look through everything. I like what you've done with formatting and I think I'll run with it. Having the left side that doesn't scroll horizontally is especially nice as I wont need to copy it every 5/6 columns. I'll be going through this week and adding in the new formatting as well as replacing the pictures so they all have the same blue background. Also going to update all my sheets with the wealth of information that has popped up.
For now I have the new Reegar numbers in there that Peddroelmz has figured out. It was also confirmed by Eric that the Reegar charges up over 0.75 seconds and then begins consuming more ammo. My testing showed that this causes the magazine to allow for 17 shots instead of 22.
#155
Posté 10 septembre 2012 - 08:57
And as for clear, clean, standardized, same-looking images for the guns? I found that easy: I went to the ME3 wikia. The Wikias are sticklers for that kind of uniformity. I simply found the page of a single gun (started with the Piranha, I believe /N7-Piranha or something like that) then clicked the blue background image, right clicked the pop-up and clicked open in new tab. I then clicked the image in that tab (all should be 512x256). Then I right clicked the image adn saved it to a specific folder. So far I've found no way to universally import an entire folder of images at once, though DX. To top it off, I set my defauly image editor to MS Paint (Yeah) so I could go into said file for just my weapon images, and... *side-track*I copied and duplicated the file for the purpose of editing.
(so I don't lose data and if I ever need the original sized versions again, I have them, without needing to reverse the tedious process, or losing details in shrinking data)
back on track: I then found key commands to do everything quickly.
I positioned the mouse above the 'x' button to close MS Paint.
I then started with the first image, I highlighted it in the explorer window, hit 'enter' on the keyboard, hit 'ctrl'+'w.'
(opens a morphing command in MS paint where you can stretch or skew images, I stretched images in the negative direction; the dialog box asks for a percent, with 100% being in each box by default)
I hit '50,' then hit 'tab,' then hit '50' again, then 'enter,' and voila, the image was automatically shrunk to a far more fitting size (256 width by 128 height)
I finally hit 'ctrl'+'s' (to save) and clicked my left mouse button which was already placed above the 'x' as said.
And voila. Back at the explorer window. Hit the right arrow and start all over again.
(Hit 'enter' to open the file in the default program all image files are set to open in, which I had set to MS Paint, as said).
If you want, you can simply gimme an email and I can make you allowed to edit my version. In the future you can add in data, correct data, and I could mess with formatting? I find it somehow fun. I guess that's how a brain deteriorates when people don't allow you to play games like Mass Effect for 4+ months straight.
Modifié par blaze55555, 10 septembre 2012 - 09:09 .
#156
Posté 10 septembre 2012 - 10:04
Cyonan wrote...
For now I have the new Reegar numbers in there that Peddroelmz has figured out. It was also confirmed by Eric that the Reegar charges up over 0.75 seconds and then begins consuming more ammo. My testing showed that this causes the magazine to allow for 17 shots instead of 22.
In my incendiary ammo BUG investigation thread I have done 3 full clip reegar tests vs a geth prime using my new breakpoint technique that will capture each individual damage application ... Got 74, 53 , 60 pellet hits on a get prime from a full clip. (Separate first shot tests shows 8 pellet impacts) ...
17 * 8 = 136 about double to the maximum amount measured ...
If the reegar uses 2 ammo per shot after the first .
21/2 + 1 = 11 88 pellet hit per clip - seems closer (still high) to the observed number of hits observed during testing ...
Example Reegar damage output vs gold Prime armor ..
Modifié par peddroelmz, 10 septembre 2012 - 10:05 .
#157
Posté 10 septembre 2012 - 10:08
blaze55555 wrote...
Nice, and you are still awesome, and awesome news about IRL, glad to hear it. Also: I'd be willing to help where I can. If you wanna know how to repeat any formatting choices of mine, I'll gladly say how!!! Just ask!!!
And as for clear, clean, standardized, same-looking images for the guns? I found that easy: I went to the ME3 wikia. The Wikias are sticklers for that kind of uniformity. I simply found the page of a single gun (started with the Piranha, I believe /N7-Piranha or something like that) then clicked the blue background image, right clicked the pop-up and clicked open in new tab. I then clicked the image in that tab (all should be 512x256). Then I right clicked the image adn saved it to a specific folder. So far I've found no way to universally import an entire folder of images at once, though DX. To top it off, I set my defauly image editor to MS Paint (Yeah) so I could go into said file for just my weapon images, and... *side-track*I copied and duplicated the file for the purpose of editing.
(so I don't lose data and if I ever need the original sized versions again, I have them, without needing to reverse the tedious process, or losing details in shrinking data)
back on track: I then found key commands to do everything quickly.
I positioned the mouse above the 'x' button to close MS Paint.
I then started with the first image, I highlighted it in the explorer window, hit 'enter' on the keyboard, hit 'ctrl'+'w.'
(opens a morphing command in MS paint where you can stretch or skew images, I stretched images in the negative direction; the dialog box asks for a percent, with 100% being in each box by default)
I hit '50,' then hit 'tab,' then hit '50' again, then 'enter,' and voila, the image was automatically shrunk to a far more fitting size (256 width by 128 height)
I finally hit 'ctrl'+'s' (to save) and clicked my left mouse button which was already placed above the 'x' as said.
And voila. Back at the explorer window. Hit the right arrow and start all over again.
(Hit 'enter' to open the file in the default program all image files are set to open in, which I had set to MS Paint, as said).
If you want, you can simply gimme an email and I can make you allowed to edit my version. In the future you can add in data, correct data, and I could mess with formatting? I find it somehow fun. I guess that's how a brain deteriorates when people don't allow you to play games like Mass Effect for 4+ months straight.
Yeah, I've been using wiki images since I took over. The ones with the black background are Tangster's(Which I think are from the manifest). The Adas and Punisher are in-game SS's with that part cut out since the wiki didn't have the image yet when I put it up.
I do my editing in Photoshop(I have like $1200 worth of Adobe software that somebody gave me in exchange for helping them with some programming, so I might as well use it as much as I can =P), and I actually have a script set up to resize and save optimized for the web automatically for me.
If you want you can add Cyonan1@gmail.com(It's just my email used for stuff like this, sending an actual email to that address means I probably wont get it).
peddroelmz wrote...
In my incendiary ammo BUG investigation thread I have done 3 full clip reegar tests vs a geth prime using my new breakpoint technique that will capture each individual damage application ... Got 74, 53 , 60 pellet hits on a get prime from a full clip. (Separate first shot tests shows 8 pellet impacts) ...
17 * 8 = 136 about double to the maximum amount measured ...
If the reegar uses 2 ammo per shot after the first .
21/2 + 1 = 11 88 pellet hit per clip - seems closer (still high) to the observed number of hits observed during testing ...
Example Reegar damage output vs gold Prime armor ..
I'll have to see what I can come up with. If I remember my videos from my testing right, you can see frame by frame where the gun will go from say, 17 bullets to 16(suggesting that it didn't consume 2+ ammo), but you never see it do that at the end of the clip.
With the numbers you came up with, nothing actually fits at consuming 2x the ammo. Maybe it's consuming more than that after the charge up time?
#158
Posté 10 septembre 2012 - 10:51
In regards to the Reegar. Doesn't it also have a min charge time stat? Perhaps that's cutting into the 0.25 So the intervals look like:
0 seconds to 0.25 seconds: Charging, no damage, no pellets
0.25 to 0.75 (0.5 seconds of fire): Firing for 0.5 seconds, at uncharged ammo consumption rates
0.75 to end (End = when clip runs out): Firing 2 ammo per 1 shot
In this case it would potentially look like:
0 to 0.25 - 0 ammo used, 0 pellets fired
0.25 to 0.75 - 8.3333 or 8 (truncate as that 1/3 bullet doesn't get off before the 0.75 seconds are up)
0.75 to 1.16 - 6.8333 or 7 (For the purposes of determining intervals of fire, I didn't truncate as the RoF doesn't hiccup between the hyped up (2-ammo consumption) mode and the regular charged fire mode (1 ammo consumption); I wanted to get the accurate time interval that the gun runs out of ammo; when all was said and done, I just moved the remainder, 0.3333 from the previous into the number after; more math below)
Maybe you can test when the gun runs out of ammo to see if this lines up? Dunno if you can manage slowing time to be able to see hundredths of seconds.
Looking at the bullets fired in each mode:
0.00 to 0.25 seconds: 0 bullets fired costing 00 ammo; firing 00 pellets
0.25 to 0.75 seconds: 8 bullets fired costing 08 ammo; firing 64 pellets
0.75 to 1.16 seconds: 7 bullets fired costing 14 ammo; firing 56 pellets; (22 - 8 = 14 bullets left, fired 2 ammo at a time = 7 more shots)
Perhaps retry against a Brute and an Atlas multiple times on gold, see if my guesses are close to accurate. (They're bigger targets, so lower chances of missing, and they're slower, too) (I don't get Bioware's usage of math, perse; I understand it once someone figures out the math they use, but I would never guess how they choose to set-up mechanics without the help of awesome people like you guys who do these awesome datamining and tests and stuff)
#159
Posté 10 septembre 2012 - 11:30
The Reegar does have a min charge time, but even at 15 total shots, you'd end up with 120 pellets per clip, which is much higher than what was recorded. In-game footage I have shows that the ammo counter is being updated at intervals that make the video useless in determining how many pellets are fired per clip.
Peddroelmz sent me a message on the tools he's using. I'll see if I can run some tests tonight(I'm actually kind of surprised I don't already have a tool to monitor memory like that. Seems like something I should have as a programmer).
I can slow down time in game as well and test it in singleplayer, but I imagine I'll see the same ammo counter update frequency that shows up in my videos. I think the slowest you can go is 1/100 speed.
#160
Posté 10 septembre 2012 - 11:37
#161
Posté 11 septembre 2012 - 01:08
Cyonan wrote...
I would agree with testing it against an Atlas. 74 / 8 = 9.25, meaning that the only conclusion is that some pellets missed. We would need to know if total pellets is 80 or 88(or even higher than that). I can come up with formulas that fit both those numbers, but 74 is obviously impossible at 8 pellets.
The Reegar does have a min charge time, but even at 15 total shots, you'd end up with 120 pellets per clip, which is much higher than what was recorded. In-game footage I have shows that the ammo counter is being updated at intervals that make the video useless in determining how many pellets are fired per clip.
Peddroelmz sent me a message on the tools he's using. I'll see if I can run some tests tonight(I'm actually kind of surprised I don't already have a tool to monitor memory like that. Seems like something I should have as a programmer).
I can slow down time in game as well and test it in singleplayer, but I imagine I'll see the same ammo counter update frequency that shows up in my videos. I think the slowest you can go is 1/100 speed.
Avoid testing vs atlas if possible (if you do stay away from AP ammo /AP piercing mod) on the reegar .. The double hit bug seems to have degenerated into a triple hit bug ...
#162
Posté 11 septembre 2012 - 08:42
The Crusader I now hits harder than the Black Widow X, has an extra round per clip, and fires faster.
And the Kishok now does more damage per shot than any other gun(Although a third of it is transferred into a bleed).
#163
Posté 11 septembre 2012 - 10:58
(using Rank I and X guns)
was
[645.4-806.8]
and now it is
[774.5-968.1]
and direct damage was
4/5 (0.80; or 1 - 0.20)
and now is
2/3 (0.67; or 1 - 0.33)
I did the math and turns out, the instantaneous, direct damage stays the same, despite the decrease in percent, due to the overall damage increase.
645.4 x 1.75 x 4/5 = _903.56
806.8 x 1.75 x 4/5 = 1129.52
774.5 x 1.75 x 2/3 = _903.58333
968.1 x 1.75 x 2/3 = 1129.45
645.4 x 4/5 = 516.32
806.8 x 4/5 = 645.44
774.5 x 2/3 = 516.333
968.1 x 2/3 = 645.4
Old direct damage numbers and new direct damage numbers are virtually the same number. Minimal, unnoticeable difference between them, but this way it adds on a LOT more damage on the back end in bleed damage. Combine that with ignoring shieldgate and armor DR, and the headshot multiplier and whatnot... this gun is just getting more and more awesome by the minute (I love it on batarian sentinels. I did before the recent buffs to both; anywho, thought you guys might find the statistics interesting considering the premise of this thread)
#164
Posté 11 septembre 2012 - 11:06
Crusader Shotgun
- Damage increased from [530.9-663.6] to [573.4-716.75]
#165
Posté 11 septembre 2012 - 11:08
Cyonan wrote...
The Crusader I now hits harder than the Black Widow X, has an extra round per clip, and fires faster.
And it's still rubbish.
#166
Posté 12 septembre 2012 - 12:51
Star fury wrote...
Cyonan wrote...
The Crusader I now hits harder than the Black Widow X, has an extra round per clip, and fires faster.
And it's still rubbish.
EDIT: That's your opinion, and my opinion is that you're close-minded. The DPS of the gun is more than commendable. As long as the DPS of a weapon isn't malarky, the gun can be useable, you just have to learn how it fits in the game and the role it plays. Use it like a Saber/Carnifex/Paladin with the sheer damage per bullet of the Widow/BW/Javelin/Mantis/Uncharged Kishock.
Factors it gets from each:
S/C/P - Accuracy/Reticle, Clip Size, RoF
W/BW/J/M/UnKish - Damage per Bullet, Stopping Power, Penetration (and weight, sadly)
based on your pic and signature, i'd say you prefer caster type classes. Based on that, a Crusader is pretty much never a good choice as a gun. Neither would the Saber, Claymore, Javelin, BW, Widow, etc.
Most Shotguns and SR's are also heavy enough to make them less-than-perfect for a caster class. But that alone doesn't make THEM a bad gun. The crusader is no different. Besides, stats, use, and utility-wise, the Crusader tops every gun I've mentioned overall, because it's like the average of the best of them for each stat. In each category that affects DPS, the Crusader beats each gun mentioned over 75% of the time (made up statistic - but it beats each gun in a vast majority of the stats, not by a small margin).
Modifié par blaze55555, 14 septembre 2012 - 11:37 .
#167
Posté 16 septembre 2012 - 09:22
Milliseconds_Between_Shots Damage_Inflicted
(measured using Windows time ( is the number of milliseconds elapsed since the system was last started.))
Reegar Clip 22
Start 36.000000
16 36.000000
17 36.000000
2 36.000000
23 36.000000
15 36.000000
1 36.000000
18 36.000000
100 36.000000
18 36.000000
2 36.000000
26 36.000000
1 36.000000
20 36.000000
2 36.000000
44 36.000000
0 36.000000
25 36.000000
1 36.000000
52 36.000000
1 36.000000
24 36.000000
1 36.000000
48 36.000000
0 36.000000
27 36.000000
1 36.000000
44 36.000000
2 36.000000
20 36.000000
0 36.000000
42 36.000000
1 36.000000
28 36.000000
1 36.000000
48 36.000000
1 36.000000
19 36.000000
2 36.000000
48 36.000000
1 36.000000
21 36.000000
1 36.000000
41 36.000000
1 36.000000
26 36.000000
1 36.000000
45 36.000000
3 36.000000
24 36.000000
1 36.000000
40 36.000000
0 36.000000
23 36.000000
1 36.000000
44 36.000000
1 36.000000
20 36.000000
1 36.000000
36 36.000000
2 36.000000
23 36.000000
39 36.000000
25 36.000000
2 36.000000
45 36.000000
2 36.000000
29 36.000000
1 36.000000
46 36.000000
1 36.000000
27 36.000000
0 36.000000
46 36.000000
1 36.000000
22 36.000000
1 36.000000
50 36.000000
1 36.000000
25 36.000000
1 36.000000
41 36.000000
1 36.000000
19 36.000000
1 36.000000
46 36.000000
1 36.000000
19 36.000000
2 36.000000
22 36.000000
0 36.000000
26 36.000000
1 36.000000
Most hits inflicted during many many tests - 93 ...
After a bit of a wobbly start each 2 pellet hits seem to be applied nearly instantly ... Time between shots ~45 milliseconds 60000 / 45 ~ 1333,33333 RPM ? Keep in mind game is speed up in silver and applying all 8 pellet effects takes time ...
//////////////////////////
Also doing some Geth SMG tests ... It gets *2.5 charged multiplier like typhoon/ ppr , but I fear it might not quite reach 800 rpm ... Will test further ...
#168
Posté 16 septembre 2012 - 09:58
If you want, I can get the link, but it'll take a little bookmark-searching (not too much, just enough to be annoying enough to not wanna do it without being asked to)
He claims the Striker goes from 75 RoF to 275 max, so the max stated is the max RoF in use.
#169
Posté 16 septembre 2012 - 10:16
blaze55555 wrote...
A guy claims GPSMG goes from 250 to 1500 RPM, if he's doing that on how fast the clip depletes, and after charging up it starts using 2 ammo per shot, the RPM would be ~750
If you want, I can get the link, but it'll take a little bookmark-searching (not too much, just enough to be annoying enough to not wanna do it without being asked to)
He claims the Striker goes from 75 RoF to 275 max, so the max stated is the max RoF in use.
I'm testing now ... GSMG definetely will not go past 800 RPM .. It gets charge up bonus *2.5 from the 6-th round up ..
Bronze test - no more speed up issues
Milliseconds_Between_Shots Damage_Inflicted
(measured using Windows time ( is the number of milliseconds elapsed since the system was last started.))
Start 27.084717
232 27.084717
253 27.084717
129 27.084717
102 27.084717
84 67.711853
74 67.711853
78 67.711853
78 67.711853
76 67.711853
100 67.711853
98 67.711853
88 67.711868
84 67.711868
74 67.711868
22.11 * (1 + 0.225) = 27.08475 OK uncharged shot
22.11 * 2.5 * (1 + 0.225) = 67.711875 OK charged shot
60000 / 75 = 800 RPM
Lets put some of the delays down to measuring error .. 800 RPM after charge up seems reasonable (but a bit high ) ..
////////////////////
//////////////////////
A few repeats to see what happens during the charge up period
221 12.084717
275 12.084717
104 12.084717
105 12.084717
89 52.711914
101 52.711914
1425 12.084717 ///+pause
228 12.084717
250 12.084717
134 12.084717
100 12.084717
89 52.711914
103 52.711914
92 52.711914
1575 12.084717 ///+pause
217 12.084717
244 12.084717
136 12.084717
109 12.084717
90 52.711914
1875 12.084717 //+pause
227 12.084717
256 12.084717
112 12.084717
94 12.084717
107 52.711914
73 52.711914
93 52.711914
83 52.711914
1375 12.084717 //+pause
213 12.084717
259 12.084717
135 12.084717
108 12.084717
91 52.711914
84 52.711914
93 52.711914
74 52.711914
87 52.711914
1285 12.084717 //+pause
244 12.084717
243 12.084717
128 12.084717
108 12.084717
110 52.711914
82 52.711914
84 52.711914
112 52.711914
1071 12.084717 //+pause
235 12.084717
253 12.084717
134 12.084717
111 12.084717
83 52.711914
73 52.711914
83 52.711914
88 52.711914
1292 12.084717 //+pause
224 12.084717
246 12.084717
131 12.084717
109 12.084717
83 52.711914
95 52.711914
98 52.711914
1907 12.084717 //+pause
222 12.084717
260 12.084717
119 12.084717
116 12.084717
96 52.711914
1670 12.084717 //+pause
236 12.084717
254 12.084717
145 12.084717
88 12.084717
96 52.711853
69 52.711853
2006 12.084717 //+pause
235 12.084717
278 12.084717
106 12.084717
100 12.084717
96 52.711853
1757 12.084717 //+pause
217 12.084717
253 12.084717
144 12.084717
105 12.084717
100 52.711853
101 52.711853
95 52.711853
1279 12.084717 //+pause
241 12.084717
233 12.084717
127 12.084747
110 12.084747
92 52.711853
106 52.711853
73 52.711853
93 52.711853
////////////////////////////
////////////////////////////
////////////////////////////
TC cloak test (has 2.5 game seconds duration) - see how many bullets get damage bonus at full rof ..soon
Modifié par peddroelmz, 16 septembre 2012 - 10:37 .
#170
Posté 16 septembre 2012 - 10:34
Damage Received: 12.084717
Damage Received: 12.084717
Damage Received: 12.084717
Damage Received: 12.084717
Damage Received: 12.084717
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 52.711914
Damage Received: 96.931885 //TC BONUS ON
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 96.931885
Damage Received: 52.711914 // TC BONUS OFF
Damage Received: 52.711914
30 shots in 2.5 seconds
30 shots in 2500 miliseconds
1 shot / 83,33 miliseconds
60000 / (2500 / 30) = 720 RPM at
GSMG has 720 RPM at full ROF
Modifié par peddroelmz, 16 septembre 2012 - 10:36 .
#171
Posté 16 septembre 2012 - 11:31
Windows Time Timestamps
Start 221.602539
467 221.602539
416 221.602539
202 221.602539
234 221.602539
266 221.602539
217 221.602539
234 221.602539
243 221.602539
208 221.602539
234 221.602539
235 221.602478
249 221.602478
267 221.602478
////////////////
Stiker rof test (2.5 second cloak test) //extended clip with ammo pack
Damage Received: 221.602539 //weapon is already at full rof
Damage Received: 221.602539
Damage Received: 221.602539
Damage Received: 221.602539
Damage Received: 221.602539
Damage Received: 366.322510 // activate 2.5 in game seconds cloak bonus
Damage Received: 366.322510
Damage Received: 366.322510
Damage Received: 366.322510
Damage Received: 366.322510
Damage Received: 366.322510
Damage Received: 366.322510
Damage Received: 366.322510
Damage Received: 366.322510
Damage Received: 547.222412 //reload clip with ammo pack (striker has small clip)
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 547.222412
Damage Received: 402.502441 // Cloak bonus ran uout after 23 shots
Damage Received: 402.502441
Damage Received: 402.502441
Damage Received: 402.502441
Damage Received: 402.502441
Damage Received: 402.502441
Damage Received: 402.502441
60000 / (2500 / 23) = 552 (550 RPM after after charge up)
#172
Posté 16 septembre 2012 - 11:40
Charged Geth SMG 720 RPM and *2.5 charge up bonus
Charged Striker max
timestmap test put RPM ~ 275 as in the .ini
Charge up time under 1 second ... Too lazy to get better precision ..
Modifié par peddroelmz, 16 septembre 2012 - 08:38 .
#173
Posté 16 septembre 2012 - 12:07
Just to be certain: Have you depleted the full clip ever in a test or does no enemy survive that?
The ramp up damage: Does it start consuming more ammo at the point that the damage kicks up?
How much time does it take to go from min fire-rate to 720 RPM (supposed max, according to your data)
How does the heat-up damage react with other things based on Base weapon damage; (Ammo and Armor DR)
#174
Posté 16 septembre 2012 - 12:28
blaze55555 wrote...
Don't know why you made it complicated; it shot 30 shots in a frame you've confirmed to be 2.5 seconds. I simply divided both numbers by 5; 6 shots in 0.5 seconds, then doubled them; 12 shots per second. Then for RoF, I multiplied both by 60: 720 shots per 60 seconds or minute. I could do that in mah head.
Just to be certain: Have you depleted the full clip ever in a test or does no enemy survive that?
The ramp up damage: Does it start consuming more ammo at the point that the damage kicks up?
How much time does it take to go from min fire-rate to 720 RPM (supposed max, according to your data)
How does the heat-up damage react with other things based on Base weapon damage; (Ammo and Armor DR)
I have depleted full clips ... In some tests vs low health enemies I simply heal them back to full hp after each hit ..
Neither GethSMG nor Striker consume more ammo per shot after ramped up ... Reegar does ...
Cannot think of an EXACT method to measure what happens during the Ramp up time ..
data is in thread (not 100% repeatable) - add the miliseconds from the first column .. less than 1 second seems like a good enough estimate for me (especially on gold where game is speed up )
The heat up *2.5 modifier applies to base weapon damage ....Same as with PPR and Typhoon ...
Example from test VS health
22.11 * (1 + 0.225) = 27.08475 OK uncharged shot
22.11 * 2.5 * (1 + 0.225) = 67.711875 OK charged shot
Vs armor bronze armor (15 DR)
Damage Received: 12.084717 //cool shot
Damage Received: 12.084717
Damage Received: 12.084717
Damage Received: 12.084717
Damage Received: 12.084717
Damage Received: 52.711914
Damage Received: 52.711914
(22.11 * (1 + 0.225)) - 15 = 12.08475
and
(22.11 * 2.5 * (1 + 0.225)) - 15 = 52.711875
did not test ammo consumable but 99.9999999 the charge up will affect it as well
Modifié par peddroelmz, 16 septembre 2012 - 12:29 .
#175
Posté 16 septembre 2012 - 07:05
peddroelmz wrote...
Charged Striker max 550 RPM
That can't be right. It would mean that when charged it does 1658 DPS, which would be much higher then Harrier 10.





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