ME3 Weapon/Build/Consumable Calculator: Time to Kill every enemy with your setup
#151
Posté 16 janvier 2013 - 11:37
#152
Posté 17 janvier 2013 - 02:57
Ah, I probably did something with the ramp state.tyhw wrote...
brazen_nl wrote...
N7 Fury using EB 5 and Magazine 5.
Tempest X: Takes me 1.85 to kill an Assault Trooper
CSMG X: Takes me 8.06 to kill an Assault Trooper
That doesn't seem right to me?
I'm not seeing it that way. Anyway, the weapon stats for the CSMG and Tempest are both correct. I assume you have reload cancel set to false? If so, and by some combination of character/mod your CSMG can't kill a trooper in one clip (remember that the CSMG uses 2 ammo per shot for the first 10 or so, and if you set ramp state to true in this then it counts the CSMG as using 2x ammo the whole way), the reload time for the CSMG is 3 seconds to start recharging and 3.33 seconds to finish recharging. This is what gets your time to kill so high.
I never have to reload, since I'll be casting something or repositioning before that happens.
Thanks for the work!
#153
Posté 17 janvier 2013 - 03:07
Shampoohorn wrote...
FYI, Operative Package doesn't seem to boost sniper rifle damage. In contrast, Guerilla Upgrade and Assault Loadout both show the expected boost. I'm checking this in sheet version 3.2.
Good Catch. It is now fixed. Operative package as well as expert package were broken, but are now fixed for version 3.3
#154
Posté 17 janvier 2013 - 11:26
tyhw wrote...
Shampoohorn wrote...
FYI, Operative Package doesn't seem to boost sniper rifle damage. In contrast, Guerilla Upgrade and Assault Loadout both show the expected boost. I'm checking this in sheet version 3.2.
Good Catch. It is now fixed. Operative package as well as expert package were broken, but are now fixed for version 3.3
Awesome. Thanks for the tool, btw.
#155
Posté 17 janvier 2013 - 11:44
#156
Posté 21 janvier 2013 - 12:47
Kroguard should have melee synergy instead of weapon synergy.
DUDE it is absolutely fantastic!
Way better than Narida which is rather casual in comparison to yours.
Kudos and much thanks from the BSN for all your efforts!
Modifié par SWkazashi, 21 janvier 2013 - 12:55 .
#157
Posté 29 janvier 2013 - 09:26
@SWkazashi, thanks for the bug notice. I'll fix that next time.
#158
Posté 03 février 2013 - 05:08
#159
Posté 03 février 2013 - 06:33
Shampoohorn wrote...
Geth Pulse Rifle lists as 900 RoF in your 3.3 sheet. Shouldn't this be 800? That's what's listed in the weapon stat sheet that Cyonan caretakes.
You are correct. That is fixed now. I've also made some changes that will make it run quite a bit faster if you redownload it. In addition, I've slowly been adding character stats to make a durability calculator, which will tell you how quickly a given enemy will kill you, and a power damage calculator for completeness. So watch this space, changes will be coming...
#160
Posté 03 février 2013 - 07:04
#161
Posté 08 février 2013 - 01:46
+1klokked wrote...
...this is brilliant.
Great job!
Some errors (I think):
1) Dragoon Bronze & Silver health/armor are incorrect (they are just copies of the Phantom's)
2) I don't think you have the 5 pt weapon dmg min incorporated? If I use a GPR against gold armor, it reports '#ERROR!'. I'm guessing it calcs damage as a negative #
3) Krogan Battlemaster is not in the Passive Training sheet. (Can work around by using, say, Human Vanguard)
4) Seems that the passive wpn dmg is a bit glitchy. If I set Alliance Training at 1, it doesn't credit the bonus dmg. Set it to 2 and it then registers. Similarly, rank 3 doesn't, setting to rank 4 catches up to correct value.
Modifié par DocDAM, 08 février 2013 - 01:54 .
#162
Posté 08 février 2013 - 06:23
DocDAM wrote...
+1klokked wrote...
...this is brilliant.
Great job!
Some errors (I think):
1) Dragoon Bronze & Silver health/armor are incorrect (they are just copies of the Phantom's)
2) I don't think you have the 5 pt weapon dmg min incorporated? If I use a GPR against gold armor, it reports '#ERROR!'. I'm guessing it calcs damage as a negative #
3) Krogan Battlemaster is not in the Passive Training sheet. (Can work around by using, say, Human Vanguard)
4) Seems that the passive wpn dmg is a bit glitchy. If I set Alliance Training at 1, it doesn't credit the bonus dmg. Set it to 2 and it then registers. Similarly, rank 3 doesn't, setting to rank 4 catches up to correct value.
Thanks for the feedback. Bug catches are always much appreciated.
Dragoon values or easy to fix, and will be done soon. I have a fairly good idea of what needs to be done to fix the minimum damage. However, I have some big changes in mind which I will be working on first.
The passives not correctly working is related to those changes. Thank you very much for those bug finds. I am trying to make this calculator all-in-one: Calculate power damage and show you what showers can one shot/strip shields in one shot. I am also adding a durability calculator to show you how many shots you can take from any enemy. To do this, I have had to recode a lot of the reference data. So a bug fix will come...eventually, once I get all the framework in place.
#163
Posté 14 mars 2013 - 02:54
#164
Posté 14 avril 2013 - 12:46
any chance of an update for reckoning?
#165
Posté 14 avril 2013 - 06:17
#166
Posté 30 mai 2013 - 11:40
However, I did find a problem. On my copy (even after replacing my copy's "my function" text), I could only change the power's ranks 4-6 if they were the same powers (i.e. could change TC on any other infiltrator, but Volus Engineer can't change RM (also still show GI's TC evo's). same with the other powers. (class passives and fitness work though).
Also, GI's Proximity mine shows HM evo's.
#167
Posté 08 juillet 2013 - 06:16
Just started playing around with this just now (yay, fun with numbers!), and might as well mention a possible mistake. The dps of the Incisor & Raptor Sniper Rifles don't match cyonan's weapon dps spreadsheet. Where the Incisor slightly beats the Raptor, but here the Raptor not only beats the Incisor by a longshot in taking down an Atlas, it almost matches the Cerb Harrier in dps taking down that Atlas... So, er, yeah, either you need cybernetic fingers to reach that inhuman dps with the Raptor, or it's a mistake? (Used both peircing mods + Armour ammo IV)
#168
Posté 02 décembre 2013 - 10:21
#169
Posté 02 décembre 2013 - 10:24
I had also used it earlier in that same thread. It is especially good for fiddling with builds / amps/ whatever for one-shot weapons.Shampoohorn wrote...
Just used this to fiddle with DPS calcs for the GI. Great resource that deserves some upward concavity (aka mathematical bumpage) for uninitiated.
#170
Posté 21 février 2014 - 06:24
Added the Spitfire, Lancer, Adas, Executioner, and Venom.
The BPP does not work with my code as it currently is, which calculates the damage of each shot and finds the shots needed to kill, then uses the RoF to calculate time to kill. It cannot account for varying damage or RoF, thus the ramp state toggle.
If there's still interest in this project, I'll probably get some time in the coming month to rewrite the damage parsing calculation so that I can add the BPP, and change the ramp toggle to already ramped versus starting from unramped, calculating the RoF ramp up for charge weapons and incorporating into time to kill and DPS.
#171
Posté 11 mars 2015 - 09:30
EDIT: Anyone who downloaded this calculator before it had version data should re-download it. There is now a reference cell which will tell you when the calculator is out of date and needs to be updated through re-downloading.
Over the past few days I've been making a calculator to help me optimize my builds and weapon usage. Using a template made by Grimy_Bunyip a long time ago, I made an interactive damage calculator. With it, you can choose any class, combination of power evolutions, weapon, equipment, difficulty,and mods. It will show you how much damage you will do per shot.
But that's not all. I've included the most important weapon stat of all: Time to kill. With this calculator, you can see how many shots and how long it will take you, reloads included, to kill any enemy on any difficulty. It calculates this for both headshots and bodyshots.
This is what it looks like:
If you'd like to use this yourself, simply click on the link below:
https://docs.google....vTEJ5d1E#gid=17
When you load up the doc, simply select File > Make a Copy. This will give you a copy of your own to tinker with. It also needs a few tiny updates. It currently does not properly decrease the mag size of the Collector Sniper and SMG with level but assumes max level. It also allows the user to put any combination of legit mods on a gun (e.g., can add both the Pistol Heavy Barrel and Pistol High Caliber Barrel at the same time). However, to the best of my knowledge, it calculates everything else properly.
Please report any bugs or errors you see, so I can make this work better.
Much thanks to tthw, who served as my beta tester.
EDIT: As pointed out by Lord_Sirian, I should figure out a way to incorporate bursting ravager sacs/ scion shoulder/atlas plates.
EDIT 2: Also from Lord_Sirian, this calculator assumes that TC is always active. In practice, it can get pretty close to that, especially with slow RoF weapons. However, this is another bug to address.
EDIT 3: Atlases will also go down quicker than this with piercing due to the double/triple hit glitch. However, I decided not to include this in the calculator at the moment due to the fact that you can do double with 1 headshot, or double without a headshot, or triple. If there is enough demand, I can set these up though.
EDIT 4: Also note that, when using the SMG Heat sink, I used the average number of shots you would gain and increased the mag size by that much. The Heat sink doesn't work on the CSMG as well, but in this calculator it will show a gain for it.
EDIT 5: Added missing gear. Reworked the spreadsheet so that I can update weapon stats and skill stats without the user needing to re copy the spreadsheet.
EDIT 6: Next planned update: Melee damage table and toggle for the breakable enemy parts (ravager sacs, atlas plates, scion shoulder) Feel free to suggest anything you would like to see
EDIT 7: Anyone who copied this should now make a new copy. I've included version numbers to tell you when you need to make a new copy for the latest functions/bug fixes.
EDIT 8: Added variable magazine sizes for the CSMG and CSR. Added variable capacity for all weapons with level. Made Heat Sink increase total ammo capacity (again)
EDIT 9: Added in appropriate refire times for charge up weapons, added variable mag size for the PPR, added extra slugs for the arc pistol, accounted for fire delay on reegar and Javelin
I yes, I remember this thing (lost all my bookarks). This will do. Thank you, Shampoohorn.
#172
Posté 12 mars 2015 - 12:17
You're welcome. Heh, just noticed your July 2013 post about four above these.
#173
Posté 12 mars 2015 - 10:51
NIce tool, never knew about it. I ll play with it when i dont wanna play with the game or post here.
More seriously, should be of great help to prepare solos





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