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Geth Spitfire only has 600 RPM(not 800) when ramped up, DPS is 25% less than expected


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#1
Tybo

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After some discussion, Lord_Sirian convinced me that the listed numbers for the Spitfire may not be correct (67.3 damage per shot, 800 RPM).  The damage numbers held up for my Spitfire I (53.8 damage, as expected), but the RoF did not.  As a crude test, I recorded a clip of me firing a Spitfire clip into a wall.  Looking at it frame by frame, I found that the Spitfire consistently took 10 seconds to fire 100 shots (after it has ramped up), for a fire rate of 600 RPM.  This was tested on Bronze, so no time speedup.

Assuming this to be correct, this drastically lowers the Spitfire's DPS.  This is a straight 25% DPS reduction.  At X, it would have a burst DPS (all that matters with its clip size) of 673. Against Shields/Barriers, the multiplier gets it up to 1177.75.

By comparison, the Typhoon X has a DPS of 832.5, but multipliers to all protections that give it 1248.75 DPS to all protections.  The PPR is less comparable (much longer charge up, worse ammo system, pinpoint accuracy), but a PPR X has a DPS of 1376 to all enemy health.

A 10% damage increase will increase the DPS to 740.3, and 1295.5 to Shields/Barriers.  In my opinion, this is not nearly enough for a weapon that slows you down while weighing so much, and has the annoying side-to-side recoil of the Revenant.

A link to the video I recorded is here

Bioware massive buff please?

More definitive proof here

Modifié par tyhw, 10 mars 2013 - 08:19 .


#2
Eric Fagnan

Eric Fagnan
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I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.

This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to determine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.

Modifié par Eric Fagnan, 12 mars 2013 - 09:12 .


#3
Eric Fagnan

Eric Fagnan
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Flambrose wrote...

Eric Fagnan wrote...

This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.


This explains a lot about the balancing process for the game.

I would prefer balance by formula, myself.


Testing in game doesn't mean not doing number analysis, it just means we track real damage done to enemies rather than theoretical formulas. Many of our weapons have very exotic mechanics that prevent us from coming up with a single magic formula to tell us if a weapon is balanced or not.