Weapon Damage Analyzer - Planetside 2

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Weapon Damage Analyzer - Planetside 2

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Loading...Graph Type: Damage Simple TTK Damage / Mag Ideal Damage/secShooter Skill: 100%HVA speed increase: 1%SPA speed decrease: 1%Target:Kinetic Armor:Composite Armor:Composite Armor:Nanoweave Armor:Shield:Cloak:Choose Weapons:+ Add ClearManticore[Click to remove]020406080100120140160Meters012345678TTK (secs) Planetside 2 Weapon Analysis Tool - v0.61 How to useChoose a target class and equipment (Kinetic Armor for MAX suits,Nanoweave Armor for everything else) then select one or more guns(highlight the weapon name then press Add, or just double-click) togenerate the selected graph type (damage, DPM, DPS, or time to kill) asa function of distance.You can filter the weapon list by choosing empire and/or weapon type.Mouse over a chosen weapon at the left to bring its line to the forefront.As of v0.6 you may choose Simple TTK as a graph type. This is asimplistic model of the minimum time to kill from the moment you startfiring a weapon, assuming the weapon is automatic and your accuracy rateis as indicated. Some parameters to this graph type must be chosen byyou, using the sliders provided when Simple TTK is chosen as the graphtype. This model calculates time to kill as a function of multiplefactors: the distance (D) and shooter's skill (S); the target's health(H) and damage reduction (DR); the weapon's single bullet damage (M),projectile velocity (V), refire time (R), long reload (LR), and clipsize (C):BTK = ?H / ((M ? (1 - DR)) ? S)?CTK = BTK / C;TTK = (D / V) ? ?CTK? + ((BTK - ?CTK?) ? R) + (?CTK? ? LR)Shooter's skill is configurable using the provided slider; typicalvalues are in the neighborhood of 10-30%. You might consider looking upyour own actual accuracy stats , but ifyou tend to fire a lot of rounds at nothing when killing time, these maynot be as high as they should be. Since the adjustment to projectilevelocity for high velocity and soft point ammunition types is not known,you may select a desired value to use. In practice these projectilevelocity adjustments have little effect on TTK.As of v0.2 you may choose ideal damage/sec as an alternate graph type,which is just the ROF times the damage divided by 60 (because ROF is inrounds per minute). */Ideal DPS bears little relation to actual DPS/*.It's the steady state damage output of the gun if you never miss andhave an infinite magazine.For damage graphs, the Y axis is labeled with the 'knee points' wherethe number of hits needed to kill the target change: a value like 167[6] means that 6 hits at 167 damage each will deal 1002 damage, whichwill (just barely) kill a standard infantry soldier. All damage valuesbetween grid lines have the same BTK as the lower gridline -- that is, agrid line represents the minimum damage required to achieve the BTKnumber indicated. A weapon is missing!If the source data doesn't contain a minimum damage for a weapon then itcan't be reliably graphed, because you need two points to determine aline. If you want to help me do some in-game testing to rectify that,drop me a line. Damage ModelThe data used to generate the charts is Janitor's spreadsheet.The source data is a combination of game file analysis and in-gametesting. Not all game mechanics are 100% understood, but this model usesthe following parameters: 1. Weapons have a max damage and a min damage with accompanying range for each, and weapon damage decreases linearly according to the range between those two endpoints. For example, the TRAC-5 decreases from 143 at 10m to 112 at 65m. 2. All classes have 500 health and 500 shields, except for Infiltrators which have only 400 shields and MAXes which have 2000 health and no shields. Nanoweave armor increases the wearer's health by 10/12.5/15/20/25%. For Heavy Assault classes, according to Megawatt's spreadsheet ^1 , Nanite Mesh Generator and Adrenaline Shield provide 50 points per bar while Resist Shield provides 45% damage reduction. This model assumes 700 additional health^2 for NMG/Adrenaline, and 45% DR for Resist. 3. MAX suits have a baseline small arms damage reduction of 80%. Each level of Kinetic armor increases this resistance by 1%. 4. Soft Point Ammunition increases the range of the maximal weapon damage by 5m. It also reduces the bullet velocity (by an unknown amount) but this effect does not change the model output. This has not yet been extensively tested in-game. 5. High Velocity Ammunition increases the range at which minimal weapon damage is reached by 10m. It also increases both projectile velocity and vertical recoil, but neither of these affects the current damage model. 6. ESFs have 2500 health and a 80% small arms damage reduction rate, according to my in-game testing^3 . Composite Armor raises this rate by 4/6/8/10%. 7. Flashes have 7500 health and 0% small arms damage reduction. Composite armor adds 20/30/40/50% damage reduction.*/There is more to weapon effectiveness than damage!/* All kinds ofthings factor into the usefulness of each weapon in Planetside 2, notjust the damage it deals. Most weapons are in some sense sidegrades tothe starter weapon of their type, meaning the variation is nevernight-and-day. No one weapon is best for every situation. Each weaponwill be slightly more or less suited to different situations, and thecombination of attachments used will further adapt it to a particularniche. Beyond damage dealt, you should factor in ROF, recoil, COF andattachments when deciding which weapons you would like to spend your SCor certs on. Help! It doesn't work!This tool uses d3.js , which requires a modern browserto work properly. Don't use Internet Explorer 8 or below. I like Chrome,so that's what I primarily test in, but Firefox/Safari/Opera/IE9 shouldall work too. If you encounter an error with one of these, pleasecontact me (contact info below). Who's responsible for this?[DRev] axiom80 -Axiom808 @Waterson. Message me on Enjin (