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Ingame Numerical tests - Centralized compilation - sugestions for further tests welcome


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#151
Tybo

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The exact DR formula and numbers are not confirmed, but guessed at through video capture. However, it is possible to be an invincible batarian in a justicar bubble.

See here:
http://social.biowar.../index/11485213

Modifié par tyhw, 27 septembre 2012 - 06:38 .


#152
vironblood

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Atlas armor plates

- damage inflicted on plate removal is 7% of Atlas armor:
    gold: 1610 = 23000*7/100
    silver: 980 = 14000*7/100
- necessary damage for removing a plate is 5% of total atlas armor (the armor piercing mod has no influence on plate damage):
   gold: 1150 = 23000*5/100
      3 x Carnifex(X) shots: 3*(345.1*(1+0.15)) = 1190.595 //plate removed
      1 x cloaked Saber(X) shot: 534.8*(1+0.15+0.15+0.8) = 1123.08 //failed to remove the plate
   silver: 700 = 14000*5/100
      7 x Predator(X) shots: 7*(73.5*(1+0.15+0.25)) = 720.3 //plate removed
      1 x Saber(X) shot: 534.8*(1+0.15+0.15) = 695.24 //failed to remove the plate
- shooting the plates causes no damage on the atlas (until removed)
- can only be removed after the atlas' shields are depleted.

----------

Guardian shield

- behaves like cover for the purpose of damage inflicted:

Damage inflicted on body shot through shield:
Observed: 61.739990
Calculated: 73.5 * (1+0.15+0.25) * 0.6 = 61.74 (Predator X with AP mod V)

Damage inflicted on headshot through shield:
Observed: 154.349976
Calculated: 73.5 * (1+0.15+0.25) * 2.5 * 0.6 = 154.35 (Predator X with AP mod V)

Modifié par vironblood, 27 septembre 2012 - 10:27 .


#153
peddroelm

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sareth_65536 wrote...

peddroelmz wrote...

lots of things I'll have to test before that  - see how reliable/constant amount of damage enemies do (because without such an enemy all hope in testing player damage reduced mechanics are dashed) .. Test if// how much DR melee attacks provide, DR stacking mechanics - see if the currently circulating formulas about it holds any merit ... ... ...

When you get to this, maybe my experience will be useful...

That's all on gold.

Prime's shot deals reliably constant amount of damage for sure. This come to me because full fitness AV (no post-charge DR) after first shot always left with veery small bar of shields - they are almost gone but still shield gate is not triggered.

some not very accurate results...
full futness AJ with 30%DR bubble, 40%DR reave and stronghold package gear:
When staying in cover inside the bubble and spamming reave I receive little damage from all sources. Prime/atlas shoots takes down around 14 of shields. Once a phantom flanked me and meleed by her two-hit melee, and I lost only a bit more than a half of shields.

full fitness meleeing batarian with 45%DR blade armor and stronghold package gear:
Prime's shot takes down something around 1.5 bars of health. If pyro starts to melt me at the same time I start melee, I lose around 2 bars of health.


Done some tests yesterday on bronze with a krogan vanguard ...
The current estimated formula for player  DR seems ~ correct .. 

Consistant weapon damage from bronze cerberus troopers (also it does not depend on the % or amount of shields amount ...) (easier on the testing side)

Both Heavy/Light Melee attacks provide ~50% DR ...
Cover is ~40% .. 

Might get to test today on gold batarian heavy melee and the batarian + Justicar Bubble weapon immunity combination ...

#154
blaze55555

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tyhw wrote...

Update: Sabotage debuff is multiplicative to melee mod multiplier.

Test:
QFI 35% melee damage bonus, Juggernaut IV (8.25%), Omniblade V

Heavy melee:
Geth trooper: 1856-779.7498=1076.2502
Expected: 600*(1+.35+.085)*1.25=1076.25 OK

Sabotage, then Heavy melee:
Geth trooper: 1856-241.6248=1614.3752
Expected: 600*(1+.35+.085)*1.25*1.5=1614.375 OK

Update 2:  However, QFI melee is not considered a tech attack.

Test:
QFI 35% melee damage bonus, Engineering kit III (10%)

Heavy melee:
Assault trooper: 1687.5-877.5=810
Expected: 600*(1+.35)=810.  Engineering kit is not adding any damage to melee

As i don't see it here, I'm going to assume you didn't do it when testing this the first time, but in Peddroelmz' centralized link to game mechanics tests & conclusions, the link to this test reads "Global melee damage mutliplier?" - the ? mark suggests it hasn't been tested globally (to me). Just spec up some poor sap, a human or a krogan, and have a Quarian with sabotage specced properly join the same match. Have the quarian sabotage then have the krogan/human/other person melee and see if the result is as expected...
Additionally: Verify that the light melee is also affected?

I'm kinda curious if the game considers light and heavy melee completely separately...

#155
peddroelm

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blaze55555 wrote...

tyhw wrote...

Update: Sabotage debuff is multiplicative to melee mod multiplier.

Test:
QFI 35% melee damage bonus, Juggernaut IV (8.25%), Omniblade V

Heavy melee:
Geth trooper: 1856-779.7498=1076.2502
Expected: 600*(1+.35+.085)*1.25=1076.25 OK

Sabotage, then Heavy melee:
Geth trooper: 1856-241.6248=1614.3752
Expected: 600*(1+.35+.085)*1.25*1.5=1614.375 OK

Update 2:  However, QFI melee is not considered a tech attack.

Test:
QFI 35% melee damage bonus, Engineering kit III (10%)

Heavy melee:
Assault trooper: 1687.5-877.5=810
Expected: 600*(1+.35)=810.  Engineering kit is not adding any damage to melee

As i don't see it here, I'm going to assume you didn't do it when testing this the first time, but in Peddroelmz' centralized link to game mechanics tests & conclusions, the link to this test reads "Global melee damage mutliplier?" - the ? mark suggests it hasn't been tested globally (to me). Just spec up some poor sap, a human or a krogan, and have a Quarian with sabotage specced properly join the same match. Have the quarian sabotage then have the krogan/human/other person melee and see if the result is as expected...
Additionally: Verify that the light melee is also affected?

I'm kinda curious if the game considers light and heavy melee completely separately...


we did test this - only other QI will get the melee damage bonus from sabotage ...

#156
blaze55555

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peddroelmz wrote...

blaze55555 wrote...

tyhw wrote...

blah blah blah. statistical test stuff

blah blah blah request stuff

blah blah blah awesome quick resonse stuff-
we did test this - only other QI will get the melee damage bonus from sabotage...

Cool - thanks for the quick response. And thanks for the info, too!

#157
blaze55555

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Dear Peddroelmz, testers, and the gang of awesome,
I hope to god I'm not annoying you guys with all my inquiries, requests, and occasional second-guessing of posted data. DX
I just wish I could help and want to learn more about the game mechanics (I presume just the same as you). Thanks for all data given, responses typed, and humoring of my posts. You guys are awesome. And on the off-chance that I'm just annoying you guys, sorry!

#158
corlist

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blaze55555 wrote...

Dear Peddroelmz, testers, and the gang of awesome,
I hope to god I'm not annoying you guys with all my inquiries, requests, and occasional second-guessing of posted data. DX
I just wish I could help and want to learn more about the game mechanics (I presume just the same as you). Thanks for all data given, responses typed, and humoring of my posts. You guys are awesome. And on the off-chance that I'm just annoying you guys, sorry!


Are you annoying us with constant queries and requests?
No at all. I feel that it would be great if were requests as it would make me feel as though my tests would have helped someone rather than doing random tests that nobody would really care about.

Second-guessing of data is annoying?
Second-guessing results are what we do all the time unless all factors are confirmed and known. Doing so helps to point out any possible factors which are not considered.

You wish to help and learn more about game mechanics?
The most direct way to help is by putting up requests for unknown mechanics, which is what this thread is all about.

Disclaimer: These are all my personal views and not necessarily representative of the views of all other testers, even though they may feel the same way.

#159
peddroelm

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corlist wrote...

blaze55555 wrote...

Dear Peddroelmz, testers, and the gang of awesome,
I hope to god I'm not annoying you guys with all my inquiries, requests, and occasional second-guessing of posted data. DX
I just wish I could help and want to learn more about the game mechanics (I presume just the same as you). Thanks for all data given, responses typed, and humoring of my posts. You guys are awesome. And on the off-chance that I'm just annoying you guys, sorry!


Are you annoying us with constant queries and requests?
No at all. I feel that it would be great if were requests as it would make me feel as though my tests would have helped someone rather than doing random tests that nobody would really care about.

Second-guessing of data is annoying?
Second-guessing results are what we do all the time unless all factors are confirmed and known. Doing so helps to point out any possible factors which are not considered.

You wish to help and learn more about game mechanics?
The most direct way to help is by putting up requests for unknown mechanics, which is what this thread is all about.

Disclaimer: These are all my personal views and not necessarily representative of the views of all other testers, even though they may feel the same way.


+1

#160
blaze55555

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Cool, thanks, that makes me glad to hear. Furthermore: I have 2 requested test for Peddro specifically unless you have his micro-second data recording program.

1. Can you test to see the longest (without special modifiers, like extended clips, auto-reload skills/consumables, etc.) time you can sustain fire with the Reegar, start to finish, unloading a full clip? That might help us understand more about it.

2. I'm blanking... I'm going to post this, and edit it in the future, if I remember the other thing I felt important to know.

P.S. after you establish a full-clip duration for the Reegar, you might be able to do a few extra tests with those auto-reload mechanics and clip-extending mechanics, to see if you can mess with the data to get some answers. I.E. 2 sets of data comparing the windows of fire duration and such to see if you can tell what's going on from what changes compared to what stays the same. (AR soldier, Ammo Clip Pack, Destroyer clip extension)

EDIT: Could Peddro also make a post that has links to all Reegar tests he's ever posted? DX
I only ask b/c I am not him, and I don't know what/when/where he has done tests and/or posted them on here and I think it might be easier to find from his side. DX

Modifié par blaze55555, 04 octobre 2012 - 04:54 .


#161
peddroelm

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Initial battery of tests - no breakpoints used - only had total damage inflicted to work with (no per pellet damage)
link


Reegar + Incendiary vs geth prime (drone tanking a potential factor) // no timestamps
link


Warp + Reegar + Incendiary ammo vs geth prime (all hits trough some obstacle) // no timestamps
link


Reegar vs Silver Ravager // with timestamps
link


This is test vs Assault trooper (moving - so some pellets were bound to miss - did not repeat the test vs Stationary Ravager ..
With timestamp delay between shots and also between ammo counter updates (reegar uses 1 ammo per shot ..)
link

Modifié par peddroelmz, 04 octobre 2012 - 11:20 .


#162
Jay_Hoxtatron

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Hey Peddroelmz/Corlist, I have a question. Does the Reegar benefit from Smart choke? I remember you said that it was inaccurate, and that not all pellets hit the target.

Thanks in advance for the clarification.

PS ; if it does benefit, can you explain it in detail. :)

#163
MikeSlackenerny

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When the patch goes live, can you guys do some kind of quick testing on Shadow to see if the "double count" on shadow strike with tactical cloak on still applies?

#164
peddroelm

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Jay_Hoxtatron wrote...

Hey Peddroelmz/Corlist, I have a question. Does the Reegar benefit from Smart choke? I remember you said that it was inaccurate, and that not all pellets hit the target.

Thanks in advance for the clarification.

PS ; if it does benefit, can you explain it in detail. :)


I don't know (pretty sure it doesn't benefit +accuracy )...  Pretty hard to tell as Reegar does not leave pellet impact marks like the other weapons ... The "burn" mark it leaves on wall seems to be the same size no matter the range to wall // +accuracy consumables used..  (this would indicate that unlike the other weapons possible trajectories for pellets do not form a cone but a cylinder) ...

About not all the pellets hitting the target (even targets that should be impossible to miss such as ravager/Geth Prime) I have a new theory -  8 pellets at 1000 RPM - is like an assault weapon firing at 8000 RPM ...133 pellets per second .. Game engine might not be able to keep up ...  Lowering the ROF in config file so delay between bursts would be observable would help - but I cannot do that  ... 

MikeSlackenerny wrote...



When the patch goes live, can you guys do some kind of quick testing on Shadow to see if the "double count" on shadow strike with tactical cloak on still applies?




Eric Fagnan said he is not aware of any fix for this issue so it should still "work" the same ...Only now max damage SS builds should be able to get past 10k damage vs shields,barriers or armor ...

Shadow users will swarm the forums when/if that will happen for sure ... WHY IS MY SS no longer killing enemy X ?

Modifié par peddroelmz, 04 octobre 2012 - 12:22 .


#165
Miaoven Winter

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peddroelmz wrote...

corlist wrote...

Are you annoying us with constant queries and requests?
No at all. I feel that it would be great if were requests as it would make me feel as though my tests would have helped someone rather than doing random tests that nobody would really care about.

Second-guessing of data is annoying?
Second-guessing results are what we do all the time unless all factors are confirmed and known. Doing so helps to point out any possible factors which are not considered.

You wish to help and learn more about game mechanics?
The most direct way to help is by putting up requests for unknown mechanics, which is what this thread is all about.

Disclaimer: These are all my personal views and not necessarily representative of the views of all other testers, even though they may feel the same way.


+1


Really glad you guys still have this attitude after a month's hard work. Your contributions are much appreciated, and do know, some of us do read all the numbers. :D

Now, here's some stuff to put on your plate:

Inferno Grenades Shrapnel Evo; comprehensive how-does-it-work (surprised this isn't one you guys tried to tackle early on).
Striker + Ammo damage boosts, specifically AP and Warp.

And since the patch is out, you'll definitely need to test the new headshot bonuses on Primes/Banshees/Brutes, as well as the Atlas exhaust port.

#166
peddroelm

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Miaoven Winter wrote...

Inferno Grenades Shrapnel Evo; comprehensive how-does-it-work (surprised this isn't one you guys tried to tackle early on).

We didn't test this one because of this
Chris Schanche from bioware explains Inferno Grenades Shrapnel Evo



Miaoven Winter wrote...

Striker + Ammo damage boosts, specifically AP and Warp.

And since the patch is out, you'll definitely need to test the new headshot bonuses on Primes/Banshees/Brutes, as well as the Atlas exhaust port.


Yup boss headshots are high priority ... Will test striker + ammo at some point too ...

Modifié par peddroelmz, 04 octobre 2012 - 12:59 .


#167
blaze55555

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One request, peddro: A second reegar test request (I requested one above). Try to see if you can pull this off:

Charge the weapon and fire a single pellet, then release the trigger, and repeat through a full 22 ammo clip to prove that 22 x 8 x 66 damage can be done with a single reegar clip. This is mainly to test to see if there is any burst-fire mechanics or whatnot. (Or if you have, in the past, successfully shot only 1 single reegar ammo in the past, say so)

#168
peddroelm

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blaze55555 wrote...

One request, peddro: A second reegar test request (I requested one above). Try to see if you can pull this off:

Charge the weapon and fire a single pellet, then release the trigger, and repeat through a full 22 ammo clip to prove that 22 x 8 x 66 damage can be done with a single reegar clip. This is mainly to test to see if there is any burst-fire mechanics or whatnot. (Or if you have, in the past, successfully shot only 1 single reegar ammo in the past, say so)


I did on numerous occasions fire the first ammo from the clip and got 8 pellet hits ... I did however never try to fire the entire clip shot by shot ... Will do more reegar tests in the future but patch related stuff will probably get tested first ...

#169
blaze55555

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peddroelmz wrote...

blaze55555 wrote...

One request, peddro: A second reegar test request (I requested one above). Try to see if you can pull this off:

Charge the weapon and fire a single pellet, then release the trigger, and repeat through a full 22 ammo clip to prove that 22 x 8 x 66 damage can be done with a single reegar clip. This is mainly to test to see if there is any burst-fire mechanics or whatnot. (Or if you have, in the past, successfully shot only 1 single reegar ammo in the past, say so)


I did on numerous occasions fire the first ammo from the clip and got 8 pellet hits ... I did however never try to fire the entire clip shot by shot ... Will do more reegar tests in the future but patch related stuff will probably get tested first...


Understood, SIR! *Salutes* keep being awesome!

Dunno if the guy tested to prove this, or if that's relevant (as he meantions coalesced.ini files) but i believe this post is from page 2 of this thread:
http://social.biowar...855086/13908411
It is relevant to the guy who, higher up on this page, asked about if the accuracy mods aid the Reegar at all. i don't know if the guy did any testing to prove that the game considers the Reegar accuracy stats to be the same/different from the rest of the SG accuracy stats, or if he is the only person in the world who has seen all of the coalesce.ini accuracy stat names, and thusly can actually say what each means and does, but he does give the conclusion that the Reegar does not/should not benefit, at least from the Smart Choke (or all Acc bonuses? I can't remember)

Modifié par blaze55555, 04 octobre 2012 - 03:33 .


#170
vironblood

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blaze55555 wrote...

peddroelmz wrote...

blaze55555 wrote...

One request, peddro: A second reegar test request (I requested one above). Try to see if you can pull this off:

Charge the weapon and fire a single pellet, then release the trigger, and repeat through a full 22 ammo clip to prove that 22 x 8 x 66 damage can be done with a single reegar clip. This is mainly to test to see if there is any burst-fire mechanics or whatnot. (Or if you have, in the past, successfully shot only 1 single reegar ammo in the past, say so)


I did on numerous occasions fire the first ammo from the clip and got 8 pellet hits ... I did however never try to fire the entire clip shot by shot ... Will do more reegar tests in the future but patch related stuff will probably get tested first...


Understood, SIR! *Salutes* keep being awesome!

Dunno if the guy tested to prove this, or if that's relevant (as he meantions coalesced.ini files) but i believe this post is from page 2 of this thread:
http://social.biowar...855086/13908411
It is relevant to the guy who, higher up on this page, asked about if the accuracy mods aid the Reegar at all. i don't know if the guy did any testing to prove that the game considers the Reegar accuracy stats to be the same/different from the rest of the SG accuracy stats, or if he is the only person in the world who has seen all of the coalesce.ini accuracy stat names, and thusly can actually say what each means and does, but he does give the conclusion that the Reegar does not/should not benefit, at least from the Smart Choke (or all Acc bonuses? I can't remember)


The Reegar accuracy related stats from the DLC bioweapon.ini are 0. These stats can also be seen on Cyonan's weapon spreadsheet as they are datamined from the same sources. For testing purposes, as far as the Reegar visual effect goes, from a range of 4m, there were no differences between a TSol with max accuracy on markman + smart choke vs a KSen with no accuracy bonuses.

#171
Jay_Hoxtatron

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vironblood wrote...



The Reegar accuracy related stats from the DLC bioweapon.ini are 0. These stats can also be seen on Cyonan's weapon spreadsheet as they are datamined from the same sources. For testing purposes, as far as the Reegar visual effect goes, from a range of 4m, there were no differences between a TSol with max accuracy on markman + smart choke vs a KSen with no accuracy bonuses.


But is there a way to test the Reegar's accuracy without relying on the visual effect?

#172
peddroelm

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Jay_Hoxtatron wrote...

But is there a way to test the Reegar's accuracy without relying on the visual effect?


yes - but nobody is going to be crazy enough to put in the effort/time required ... 

It is possible to measure number of pellet hits per clip vs a particular enemy ... But because the weapon is not consistent (will rarely get the same result in the same testing conditions) one test will not be enough to draw meningfull conclusions ... You will have to involve statistics (hundreds of tests) ... 

#173
corlist

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Freeze combo tests

Summary

Cryo Blast source
Vs Health: Yes
Vs Shields: No
Vs Armour: No
Vs Barriers: ?

Cryo Ammo source
Vs Health: Yes
Vs Shields: ?
Vs Armour: ?
Vs Barriers: ?

Snap Freeze source
Vs Health: No
Vs Shields: Yes
Vs Armour: Yes
Vs Barriers: ?

-------------------------------------------------------

QFE vs cannibal

QFE
45% passives

Incinerate (Area/DoT/Freeze combo)
Cryo Blast (Duration/Speed/Vulnerability)

Against Geth Prime Shields
(damage vs shields/barriers are rounded up in-game)

Damage 235.000000
//Impact
330 * (1 + 0.2 + 0.45) * 0.5 * 1.15 * 0.75 = 234.815625
Damage 14.000000
//Basic DoT
330 * (1 + 0.2 + 0.45) * 0.5 * 1.15 * 0.25 * (1/6) = 13.0453125
Damage 10.000000
//Extra DoT
330 * (1 + 0.2 + 0.45) * 0.5 * 1.15 * 0.5 * (1/16) = 9.783984375
Damage 14.000000
Damage 10.000000
Damage 14.000000
Damage 10.000000
Damage 14.000000
Damage 10.000000
Damage 14.000000
Damage 10.000000
Damage 14.000000
Damage 10.000000
Damage 9.000000
//Extra Dot (cryo blast debuff worn off)
330 * (1 + 0.2 + 0.45) * 0.5 * 0.5 * (1/16) = 8.5078125
Damage 9.000000
Damage 9.000000
Damage 9.000000
Damage 9.000000
Damage 9.000000
Damage 9.000000
Damage 9.000000
Damage 9.000000
Damage 9.000000

--------------------

Against Geth Prime Armour

Damage 704.447266
//Impact
330 * (1 + 0.2 + 0.45) * 1.5 * 1.15 * 0.75 = 704.446875
Damage 39.136719
//Basic DoT
330 * (1 + 0.2 + 0.45) * 1.5 * 1.15 * 0.25 * (1/6) = 39.1359375
Damage 29.351563
//Extra Dot
330 * (1 + 0.2 + 0.45) * 1.5 * 1.15 * 0.5 * (1/16) = 29.351953125
Damage 39.136719
Damage 29.351563
Damage 39.136719
Damage 29.351563
Damage 39.136719
Damage 29.351563
Damage 39.136719
Damage 29.351563
Damage 39.136719
Damage 29.351563
Damage 29.351563
Damage 29.351563
Damage 29.351563
Damage 29.351563
Damage 25.523438
//Extra Dot (cryo blast debuff worn off)
330 * (1 + 0.2 + 0.45) * 1.5 * 0.5 * (1/16) = 25.5234375
Damage 25.523438
Damage 25.523438
Damage 25.523438
Damage 25.523438
Damage 25.523438

--------------------

N7 Paladin
30% Passives

Incinerate (Damage/DoT/Freeze combo)
Snap Freeze (Reach)

Against Geth Prime Armour

Damage 375.000000
//Snap freeze
Damage 1336.500000
//Impact damage
330 * 2 * (1 + 0.2 + 0.3 + 0.3) * 0.75 * 1.5 = 1336.5
Damage 74.250000
//Basic DoT
330 * 2 * (1 + 0.2 + 0.3 + 0.3) * 0.25 * (1/6) * 1.5 = 74.25
Damage 55.687500
//Extra DoT
330 * 2 * (1 + 0.2 + 0.3 + 0.3) * 0.5 * (1/16) * 1.5 = 55.6875
Damage 74.250000
Damage 55.687500
Damage 74.250000
Damage 55.687500
Damage 74.250000
Damage 55.687500
Damage 74.250000
Damage 55.687500
Damage 74.250000
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500
Damage 55.687500

Modifié par corlist, 08 octobre 2012 - 11:08 .


#174
blaze55555

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peddroelmz wrote...

Reegar vs Silver Ravager // with timestamps
link

This is test vs Assault trooper (moving - so some pellets were bound to miss - did not repeat the test vs Stationary Ravager ..
With timestamp delay between shots and also between ammo counter updates (reegar uses 1 ammo per shot ..)
link

I mainly refer the first link above, but someone posted on Cyonan's weapon stats thread, this:

Kyrene wrote...

Has anyone tested the RoF of the Reegar Carbine? I'm getting consistent results of around 700 for a full clip of 22 (57 frames at 30 fps), as opposed to the 1000 the game files claim.

I'm going to try to relook at the first link of yours (the first that I quoted, as there are ~3 links in the post I quoted which I truncated for spacial reasons), but I just want to verify, the millisecond delay column, that is milliseconds between the bullet that is hitting and the very last bullet to make contact, right? so going from the data sample, starting from the first bullet:
The first bullet hits
It does 36 damage
The second bullet hits
It hits 16 milliseconds or 0.016 seconds after the 1st bullet
It does 36 damage
The third bullet hits
It hits 17 milliseconds or 0.017 seconds after the 2nd bullet
It does 36 damage
The fourth bullet hits
It hits 2 milliseconds or 0.002 seconds after the 3rd bullet
It does 36 damageAnd so on and so forth, with the entire clip as stated in your post?
If so: I see 12 hitting, from the first contact to the last bullet, it takes
1. 92
2. 169*
3. 148
4. 142
5. 142
6. 140
7. 137
8. 127*
9. 143*
10. 144
11. 139
12. 117= 1523 milliseconds or 1.523 seconds total from start to finish to deplete the clip of 22 ammo, where it only seems to have fired 12 shots.
*Asterisk'd ones have only 7 data lines in them, presumably due to a missed projectile. 3 data blocks had only 7 lines.

Potential conclusions:
1. 12/1.523 = the real RoF
= 7.879185817 rounds/second
= 472.751149 rounds/minute

2. The gun fires 2 shots 'uncharged' and they cost exactly 1 ammo for 1 round fired, which fires 8 pellets. After, the gun fires the 10 shots 'charged' costing 2 ammo per 1 round fired, which depletes the clip.

3. 66 damage per pellet x 8 pellets per round fired x 12 rounds fired through a full clip of sustained fire = 6336 damage per clip
divide by 1.523 seconds for the full clip duration from start to finish depleting the clip without releasing the trigger = 4160.210112 damage per second, limited to a range of 10 meters? I don't know the max range of this gun, but I am under the impression that it is between 5 and 10 meters. (Range is relevant for any arguments of OP v. not OP for anyone reading this, nerfer or otherwise)

4. If this is true, 3 of your shots missed as 3 of the blocks of data recorded have only 7 numbers in the cluster. If 8 were missing 1 shot each, I'd say the clip fired 11 rounds costing 2 ammo per round fired, actually, but that is not the case.QUESTION: Even between each 8-projectile cluster, the difference in contact millisecond difference isn't all that off, are you certain you didn't miss more than it would seem?
5. Regardless, even if you missed a lot, and the gun actually fired 22 shots, it still took 1.523 seconds according to your data (assuming the first round and last round recorded are accurate, and one/multiple of the rounds which missed weren't the first or last)
1.523 seconds / 22 rounds = 0.069227272 seconds between each round fired
1 / 0.069227272 seconds/round (invert the ratio) = (14.445174 rounds/second) x 60 seconds/minute = 866.7104399 rounds/minute RoF
EDITs 1 through 1000: Reformatting >.>

Modifié par blaze55555, 08 octobre 2012 - 12:39 .


#175
peddroelm

peddroelm
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blaze55555 wrote...

...but I want to know, the millisecond delay column, that is milliseconds between the bullet that is hitting and the very last bullet to make contact, right? so going from the data sample, starting from the first bullet:

The first bullet hits
It does 36 damage
The second bullet hits
It hits 16 milliseconds or 0.016 seconds after the 1st bullet
It does 36 damage
The third bullet hits
It hits 17 milliseconds or 0.017 seconds after the 2nd bullet
It does 36 damage
The fourth bullet hits
It hits 2 milliseconds or 0.002 seconds after the 3rd bullet
It does 36 damage


And so on and so forth, with the entire clip as stated in your post?
..


Correct to a point... The recorded millisecond delay are between breakpoint hits on the ravager current armor HP variable ... Hardware breakpoints execute very fast but its still overhead that in the case of a weapon firing so fast might be significant ...Also this is windows real time - not in game time .... the game might lag depending on current OS load ...

That is why I prefer where possible to do ROF tests based on in-game time (using abilities with known in game duration - TC bonus, AMMO pack bonus, ...).. In the case of variable rof weapons however the timestamps are the only option that will give us an idea of what is happening but not be 100% accurate/precise ...

Modifié par peddroelmz, 08 octobre 2012 - 12:47 .