Weapons Stats Sheet - Updated for All Balance Changes
#201
Posté 17 septembre 2012 - 11:49
#202
Posté 18 septembre 2012 - 12:02
Cyonan wrote...
Astreon wrote...
Minor quirk: the Valiant's damage seems to have been reverted to the single player value. It's still 396.2 - 515.5, right?
Yes it is still that.
Once somebody with a Valiant other than I or II tells me how much spare ammo they have, I can figure out the sequence and get that number in there as well.
The Valiant V has 34 spare ammo.
#203
Posté 18 septembre 2012 - 12:38
Also: I could swap out all of the images very easily.
Also: I'd make the first 2 columns right-aligned. Easier for my eyes at least.
Additionally: Any time "stat" is part of the stat name, it's the number the stat bar in the weapons screen uses to display that stat. Stat accuracy is like an estimate number (probably out of 100, max?) which displays and is supposed to give an idea of how accurate the gun is. Stat damage is quirky. For the Reegar, it apparently is waaay off, whereas, with guns like the Kishock, Graal, and GPS, it automatically counts in the Charge damage in place of the regular damage, and all shotguns it calculates in the 6-8 pellets shot (in the case of the GPS and Graal, it counts in the 6 flechets(sp?) + the damage when fully charged (2x), and for the GPS it counts the full 3 projectiles (1.6x damage) when fully charged (1.6x 100% damage listed).
I would like to know what 'interp' stands for. Also, if you look up yaw and such words in any dictionary, you can likely guess what each stat affects more or less.
EDIT: Also: Where does the 7.5% Gold Boost come from?
Modifié par blaze55555, 18 septembre 2012 - 01:11 .
#204
Posté 18 septembre 2012 - 01:12
blaze55555 wrote...
cyonan: In the future, if you want to, I could give you an email, and if you go to the sheet page (without the &output=html, the link you go to to edit it) and click "share" you can input my email, and I could help with format editing. Just a thought. Though most is the same, I would start with the row heights and lengths - The current setup allows you to only see 2 & 1/2ish weapons at a time - you can shorten the first row a loooot.
Also: I could swap out all of the images very easily.
Also: I'd make the first 2 columns right-aligned. Easier for my eyes at least.
Additionally: Any time "stat" is part of the stat name, it's the number the stat bar in the weapons screen uses to display that stat. Stat accuracy is like an estimate number (probably out of 100, max?) which displays and is supposed to give an idea of how accurate the gun is. Stat damage is quirky. For the Reegar, it apparently is waaay off, whereas, with guns like the Kishock, Graal, and GPS, it automatically counts in the Charge damage in place of the regular damage, and all shotguns it calculates in the 6-8 pellets shot (in the case of the GPS and Graal, it counts in the 6 flechets(sp?) + the damage when fully charged (2x), and for the GPS it counts the full 3 projectiles (1.6x damage) when fully charged (1.6x 100% damage listed).
I would like to know what 'interp' stands for. Also, if you look up yaw and such words in any dictionary, you can likely guess what each stat affects more or less.
If you PM me an email I'll get you added.
#205
Posté 18 septembre 2012 - 01:20
#206
Posté 18 septembre 2012 - 01:43
#207
Posté 18 septembre 2012 - 02:12
DHKany wrote...
What would GPSMG DPS be when fully ramped?
Just a tiny bit under the tempest.
603 burst dps vs 643 burst dps.
Modifié par corlist, 18 septembre 2012 - 02:13 .
#208
Posté 18 septembre 2012 - 10:19
#209
Posté 18 septembre 2012 - 10:27
corlist wrote...
It's not very useful but, valiant IV has 33 spare ammo.
My valiant VII has 36 spare ammo.
39 spare ammo for Valiant X?
Edit: About the weapon sheet in the first post - Arc pistol DPS numbers are for charged or un-charged shots?
Modifié par Merkit91, 18 septembre 2012 - 10:32 .
#210
Posté 18 septembre 2012 - 11:20
blaze55555 wrote...
Corlist, why not, in SP, activate/unlock/make available, the Reegar, put it to rank X and edit the RoF so you can see what happens ammo-consumption-wise? We're already certain it fires 8 pellets every time it shoots, we just don't know how the RoF shoots and ammo is consumed. Often times an enemy was hit 8 times each shot, occasionally less, but never more; all we need is how many bullets per clip and clip duration. Think this would help?
Seeing how the Reegar is available with the firefight pack, using gibbed or whatever to access it seems questionable.
#211
Posté 18 septembre 2012 - 04:56
Merkit91 wrote...
My valiant VII has 36 spare ammo.
39 spare ammo for Valiant X?
Edit: About the weapon sheet in the first post - Arc pistol DPS numbers are for charged or un-charged shots?
That's what it would appear to be.
Every weapon that can fire uncharged shots uses the uncharged values for DPS numbers. The Arc Pistol is for uncharged as well, though it's worth noting that at 550 RPM, not everybody is going to be able to click that fast.
The weapons that use charge time in their DPS numbers are the Acolyte, Reegar, and Javelin.
#212
Posté 18 septembre 2012 - 05:04
Cyonan wrote...
Merkit91 wrote...
My valiant VII has 36 spare ammo.
39 spare ammo for Valiant X?
Edit: About the weapon sheet in the first post - Arc pistol DPS numbers are for charged or un-charged shots?
That's what it would appear to be.
Every weapon that can fire uncharged shots uses the uncharged values for DPS numbers. The Arc Pistol is for uncharged as well, though it's worth noting that at 550 RPM, not everybody is going to be able to click that fast.
The weapons that use charge time in their DPS numbers are the Acolyte, Reegar, and Javelin.
Thank you for your clarification.
#213
Posté 18 septembre 2012 - 05:08
#214
Posté 18 septembre 2012 - 05:19
CmnDwnWrkn wrote...
Reegar single-clip DPS is 8,800?!?!
Statwise It is the highest DPS weapon in the game with no equal ... But in practice is suffers from some problems - not all of its pellet hits register - do they miss // do they pass trough the target ? (unknown at this moment) So its ingame performace is closer to the other top DPS monsters ...
#215
Posté 18 septembre 2012 - 10:48
I also added the Argus. Possibility that the damage was changed while bringing it into MP. Will update later after I send a message to Eric about it.
Modifié par Cyonan, 18 septembre 2012 - 10:50 .
#216
Posté 18 septembre 2012 - 11:15
Thank you.
#217
Posté 18 septembre 2012 - 11:26
#218
Posté 18 septembre 2012 - 11:57
corlist wrote...
blaze55555 wrote...
Corlist, why not, in SP, activate/unlock/make available, the Reegar, put it to rank X and edit the RoF so you can see what happens ammo-consumption-wise? We're already certain it fires 8 pellets every time it shoots, we just don't know how the RoF shoots and ammo is consumed. Often times an enemy was hit 8 times each shot, occasionally less, but never more; all we need is how many bullets per clip and clip duration. Think this would help?
Seeing how the Reegar is available with the firefight pack, using gibbed or whatever to access it seems questionable.
Oh... I either didn't know that or forgot; either way... I kinda meant Cyonan... whoops. DX
To Cyonan: I arranged the MP one to have the Sidearms (weaker guns) at the top; tonight imma log on through my desktop as i've already gone through the wikia on my desktop and saved all of the images and reformatted them, and they're all in a single folder there. No extra work needs to be done. I'll delete all the images and put in the uniform, blue-bg images from the wikias. They're a lot more uniform, same general size, clarity, and bg color, and they have a strict format/dimensions of 256x128, so they'll fit my column resizing move; this will be necessary as I noticed the SR images currently in are massive width-wise. I'm also going to, after, redo font sizes and boldness, just because I'm massively OCD. I appreciate the opportunity to help edit, even if it's just the format!
#219
Posté 19 septembre 2012 - 12:55
blaze55555 wrote...
corlist wrote...
blaze55555 wrote...
Corlist, why not, in SP, activate/unlock/make available, the Reegar, put it to rank X and edit the RoF so you can see what happens ammo-consumption-wise? We're already certain it fires 8 pellets every time it shoots, we just don't know how the RoF shoots and ammo is consumed. Often times an enemy was hit 8 times each shot, occasionally less, but never more; all we need is how many bullets per clip and clip duration. Think this would help?
Seeing how the Reegar is available with the firefight pack, using gibbed or whatever to access it seems questionable.
Oh... I either didn't know that or forgot; either way... I kinda meant Cyonan... whoops. DX
To Cyonan: I arranged the MP one to have the Sidearms (weaker guns) at the top; tonight imma log on through my desktop as i've already gone through the wikia on my desktop and saved all of the images and reformatted them, and they're all in a single folder there. No extra work needs to be done. I'll delete all the images and put in the uniform, blue-bg images from the wikias. They're a lot more uniform, same general size, clarity, and bg color, and they have a strict format/dimensions of 256x128, so they'll fit my column resizing move; this will be necessary as I noticed the SR images currently in are massive width-wise. I'm also going to, after, redo font sizes and boldness, just because I'm massively OCD. I appreciate the opportunity to help edit, even if it's just the format!
I can't mod DLC files, as they require decompilation, and I don't have a way of re-compiling them.
Slowing down time doesn't work, either. Provides variable results.
I have the memory software from Peddroelmz now though, I can try a few tests and see if I can come up with different numbers.
I noticed the changes to the sheet. Nice to have someone else to help me with formatting =P
Modifié par Cyonan, 19 septembre 2012 - 12:55 .
#220
Posté 19 septembre 2012 - 02:32
#221
Posté 19 septembre 2012 - 08:55
again, if I overstep any boundaries, just say so, i'll try to revert all changes; I'm here to help, not hurt.
#222
Posté 19 septembre 2012 - 11:48
EDIT: First: When charged, the Arc Pistol fires 3 projectiles? Or does it simply use up triple ammo?
Also: Editted the Projectiles per Shot stat for the GPSg; I made it a function which adds the damage percentages of the 3 hit boxes (1 + 0.3 + 0.3; but as references). Why? Because this is slightly more accurately what you actually shoot. That being said, you can use this box, now, just like you can for every other weapon, to calculate DPS; using functions with cell references.
EDIT 2: I'm done editing the sheet for tonight; likely to pick it back up tomorrow middayish. It's ~5AM right now DX
Modifié par blaze55555, 19 septembre 2012 - 11:56 .
#223
Posté 19 septembre 2012 - 11:57
#225
Posté 19 septembre 2012 - 11:30
EDIT: More questions for Cyonan: For the stats, do you want to display units to keep it clear as to which row is which stat (in case you're trying to compare one in the far-left-most viewable column with stats of a column 2 away (to the right; as 3 columns is all I could get to fit in the one sheet). Alternative solution, in columns in which units are applicable, should we put the unit in parentheses in the stat column? (as there is more than enough space in those columns)
Modifié par blaze55555, 20 septembre 2012 - 12:01 .





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