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  1. #1
    Slaving over Sony Vegas CMaster's Avatar
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    November 2004
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    Default The Big Weapon Study [unfinished]

    I was going to write a full, scientific paper style article for this. I even got started, but then I realised it was silly for what is clearly an unfinished, incomplete study.

    So instead, you get a brief overview, and an invitation to carry on the project yourself.

    For the record:
    All damage figures are based on the raw (unresisted) value given from the character.log files - so the accuaracy is dependent on that being correct. All shots were performed at full lock, from point-blank range to the chest hit-box of a fully buffed, fully healed PPU (this ensures that the "blacking out" of damage zones and damage modifiers weren't involved). Based on the results of this study, different damage %s can be used to adjust all damage to an equivilant weapon.
    Every shot is done without an ammo mod. This means two things: one, there is an assumption that ammo mods always increase damage by the same amount and secondly that APU and Melee appear relativley more powerful than they actually are.
    The poin blank range exagerates the strength of rayguns and makes fusion firles appear weaker. Also, the damage figures for burst weapons assume every shot hits - even stood still at poin blank range this is far from guaranteed.
    The devourer adds all DoT to it's calculation.
    All frequencies should be the maximum frequency acheviable (cap)
    Edit: Oh, and none of the weapons tested displayed random damage - all were completely consistent (in the logs at least).

    Thanks to Brammers, Jini and everyone else who helped. This is far from complete - if anybody wants to complete it, be my guest. However the point - weapon TL and damage are barley related - should be pretty plainly apparent.

    The Spreadsheet
    Google documents version of the spreadsheet

    Graphical representation of data:
    Last edited by CMaster; 13-11-07 at 20:27.

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