ME3 Weapon/Build/Consumable Calculator: Time to Kill every enemy with your setup
#101
Posté 29 novembre 2012 - 01:03
#102
Posté 29 novembre 2012 - 06:02
Lexa_D wrote...
Btw, Graal non-headshot numbers look awfully good when charged (par with Pranha), which contradicts my experience with the gun. Add to this great headshot capability... Does rate of fire when charged take into account charge time required? Same for GPS and, I suspect, other first-shot charged guns.
This is a good point. I do not take into account charge time for my time to kill numbers. I will update this in the next version
#103
Posté 29 novembre 2012 - 06:37
#104
Posté 29 novembre 2012 - 06:58
#105
Posté 29 novembre 2012 - 10:28
I added in appropriate refire times and magazines sizes to charge up weaponry.
I've also included the charge up time for the Reegar and Javelin
Also fixed a couple of little bugs relating to typos in weapon data
#106
Posté 29 novembre 2012 - 10:34
Lexa_D wrote...
Best SR for SI is Valiant, who would've thought))
Well, this assumes that TC is always up. I haven't figured out a good way, within this framework, to include the fact that .5 seconds out of every 3 second cycle doesn't get the bonus. This helps the Valiant disproportionately because it has the most consistent fire rate.
#107
Posté 01 décembre 2012 - 08:08
Corrected order of operations on pellet guns with ammo (it goes ammo>pellet+ammo>pellet, I had it as ammo*slugs>pellet+pellet)
Added shield rounding (damage to shields and barriers is always rounded up)
Corrected some enemy shield/barrier values (in game, shield/barrier numbers are stored as integers and are rounded down from Cyonan's listed values)
Corrected GPS and Kishock ammo damage (charge state doesn't matter)
Added the Graal to the list of shield gate piercing guns
Corrected enemy Armor DR for Silver and Bronze
Modifié par tyhw, 01 décembre 2012 - 08:13 .
#108
Posté 01 décembre 2012 - 08:30
and getting every ounce of blood out of my turnips.
But this, i may have to try.
Only seems like it could improve my play.
#109
Posté 01 décembre 2012 - 08:47
Good work none the less
#110
Posté 01 décembre 2012 - 08:49
DA1378 wrote...
I cannot get it to work, but others do, so it must be me.
Good work none the less
Do you have a google account? If you do, and making a copy and playing around with it didn't work, please let me know. I may have made a mistake in my latest update. Any info on the errors would be helpful.
#111
Posté 01 décembre 2012 - 08:51
I do make a copy as instructed, while logged into my google account.
However i cannot make any changes
#112
Posté 01 décembre 2012 - 08:56
DA1378 wrote...
I'm not the most familiar with using this type of process. Can't change anything, ect ect.
I do make a copy as instructed, while logged into my google account.
However i cannot make any changes
Hmm...ok
So you make a new copy, right? Then it should open up a document in a new tab on your browser. Does this happen? If so, then clicking on any of the yellow cells should show a little arrow on the right. If you click on this, it opens up a pull down menu. You should be able to select new inputs in this menu.
Let me know where in this process you get stuck, and I'll try to help
#113
Posté 01 décembre 2012 - 09:00
#114
Posté 01 décembre 2012 - 09:02
#115
Posté 01 décembre 2012 - 09:06
Another thing to check might be to go to view>hidden sheets> base weapon stats
This pulls up a list of weapon stats. If this doesn't show real numbers and names, then it could have something to do with your copy struggling to pull the data from my database
#116
Posté 01 décembre 2012 - 09:07
#117
Posté 01 décembre 2012 - 09:25
#118
Posté 01 décembre 2012 - 09:29
SKhalazza wrote...
I have noticed that the GPR don't have its x3 headshot bonus but the standard 2,5.
Good catch, thanks. I've fixed it now. Weapon stat fixes refer to my own database, so you won't need to re-download the calculator to see the fix.
#119
Posté 01 décembre 2012 - 09:55
I explain.
If the time given to down an enemy, generally a boss, is calculated with a number of shots than the whole capacity, 156 harrier shots for exemple, the time is not "right" because you have to go to an ammo crate to take down the enemy.
It's just an idea
#120
Posté 01 décembre 2012 - 10:10
SKhalazza wrote...
Something else. I think it would be nice if you could highlight "false" results.
I explain.
If the time given to down an enemy, generally a boss, is calculated with a number of shots than the whole capacity, 156 harrier shots for exemple, the time is not "right" because you have to go to an ammo crate to take down the enemy.
It's just an idea
That's a nice idea. I've got a couple other things I want to add which I would rank as higher priority: Incorporating cloak cycles, and adding the breakoffs for scions, ravagers, and atlases.
But I will definitely add this to my list of things to do.
#121
Posté 01 décembre 2012 - 10:27
#122
Posté 01 décembre 2012 - 11:02
#123
Posté 02 décembre 2012 - 10:47
Does it include 1.5x dmg bonus for n7 typhoon when firing at full speed and it's 1.75x bonus vs barriers,shields, armor?
#124
Posté 02 décembre 2012 - 05:17
Imp of the Perverse wrote...
If you really want to go off the deep end, try to get a hold of actual weapon spread data for shotguns and automatics, and enemy head and body height and width, and use it to adjust kill times, accounting for how many rounds would actually hit the target (you'd need to add a range field.)
LOL. This...is not happening. A) Way more work than what info it provides and
#125
Posté 02 décembre 2012 - 05:19
Hausner85 wrote...
Great work!!!
Does it include 1.5x dmg bonus for n7 typhoon when firing at full speed and it's 1.75x bonus vs barriers,shields, armor?
The armor/barrir/shields bonus is 1.5x, not 1.75x, and it is included.
The 1.5x damage boost for firing at full speed is added when you switch the ramp stage from false to true. The same mechanic holds for the PPR and GPSMG. For charge weapons (Graal, GPS, Arc Pistol, Kishock), you will change the charge state to true to incorporate the charge up damage boost.





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