inherit
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Sept 30, 2019 22:23:44 GMT
855
hanskey
509
April 2017
hanskey
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Post by hanskey on Jun 9, 2017 18:36:24 GMT
It looks solid, but it sure doesn't look like it's OP based on DPS compared to other shotguns. At the same time, it sounds almost impossible to miss with it and it is very, very light for a shotgun. It's also possible (likely) there are mechanics, like shield damage buffs, that I don't know about yet which might add credence to that claim. idk what rarity it is though, so mebbe people comparing it to weak weapons coming to that conclusion? If you say it`s solid it must be. Considering easy usage nature of Reegar... it must be great against many enemies in close range. I don`t have it.. but I am sure I will have it at X by sometime tomorrow once I get some 1million + credits. Looks like this version is more effective at longer ranges than ME3 MP version, if I understood peddro correctly. I mean, how can you call this Reegar OP compared to over 14,000 average DPS for a single clip, or over 6,000 DPS sustained against shields for the old ME3 MP Reegar? docs.google.com/spreadsheets/d/1U8T5SZxl9sncgkcIGQVuNI1BHwKyPEkqfAOwOXRXD38/htmlembed?gid=8&widget=false
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apathetichero
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Apr 26, 2017 19:50:23 GMT
April 2017
apathetichero
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Post by apathetichero on Jun 9, 2017 20:12:14 GMT
Dammit. I think I need to fix the Hornet again. That 3.22 seconds to empty the clip for the single clip average DPS seems long. Edit: It was too long. It's more like 2.436315789 seconds, if my new assumptions hold true, that the "Burst Fire Delay" is applied starting with the first shot in the burst, not the last. How did you get these numbers? Using the values in the book I calculate 7.1s to finish a 41 round (mag X) clip. (Actual testing show it like mid 6 though) Math: 0.19s for burst (60/950*3), 0.33s delay, 0.52s cycle time, 347 effective RPM (60/0.52*3), 7.1s clip time (41/(347/60))
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inherit
8093
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Sept 30, 2019 22:23:44 GMT
855
hanskey
509
April 2017
hanskey
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Post by hanskey on Jun 9, 2017 20:49:35 GMT
Dammit. I think I need to fix the Hornet again. That 3.22 seconds to empty the clip for the single clip average DPS seems long. Edit: It was too long. It's more like 2.436315789 seconds, if my new assumptions hold true, that the "Burst Fire Delay" is applied starting with the first shot in the burst, not the last. How did you get these numbers? Using the values in the book I calculate 7.1s to finish a 41 round (mag X) clip. (Actual testing show it like mid 6 though) Math: 0.19s for burst (60/950*3), 0.33s delay, 0.52s cycle time, 347 effective RPM (60/0.52*3), 7.1s clip time (41/(347/60)) Good question! I've been anticipating someone asking that. Exhibit A: docs.google.com/spreadsheets/d/12FgX1J0dlwNks__49P-8E9pu0jyUAcwdPf0wDQ1Epno/edit?ts=5910af28#gid=1157935498Hornet has 24 shot clip base, so that's what I used. This is my analysis: 1st round: 0 seconds 2nd round: 0 + 60/950 = 0.063157895 seconds 3rd round: 0 + 2 * 60/950 = 0.126315789 seconds 4th round: 0.33 seconds 5th round: 0.33 + 60/950 = 0.393157895 seconds 6th round: 0.33 + 2 * 60/950 = 0.456315789 seconds 7th round: 0.66 seconds 8th round: 0.66 + 60/950 = 0.723157895 seconds 9th round: 0.66 + 2 * 60/950 = 0.786315789 seconds 10th round: 0.99 seconds 11th round: 0.99 + 60/950 = 1.053157895 seconds 12th round: 0.99 + 2 * 60/950 = 1.116315789 seconds 13th round:1.32 seconds 14th round: 1.32 + 60/950 = 1.383157895 seconds 15th round: 1.32 + 2 * 60/950 = 1.446315789 seconds 16th round: 1.65 seconds 17th round: 1.65 + 60/950 = 1.713157895 seconds 18th round: 1.65 + 2 * 60/950 = 1.776315789 seconds 19th round: 1.98 seconds 20th round: 1.98 + 60/950 = 2.043157895 seconds 21th round: 1.98 + 2 * 60/950 = 2.106315789 seconds 22th round: 2.31 seconds 23th round: 2.31 + 60/950 = 2.373157895 seconds 24th round: 2.31 + 2 * 60/950 = 2.436315789 seconds Or, (8 - 1) * 0.33 + 2 * 60/950 seconds = 2.436315789 Note - The above works because burst fire weapons allow you to pull the trigger faster than the refire counter and at the same time the game will remember that you pulled the trigger, so getting the gun to fire bursts every 0.33 seconds is actually very, very achievable aside from lag or other IRL performance issues. More difficult RoF to achieve is when you have TC on. Similar sequence for all burst weapons, because all bursts complete BEFORE counter expires on all burst weapons.
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apathetichero
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Apr 26, 2017 19:50:23 GMT
April 2017
apathetichero
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Post by apathetichero on Jun 9, 2017 22:39:55 GMT
How did you get these numbers? Using the values in the book I calculate 7.1s to finish a 41 round (mag X) clip. (Actual testing show it like mid 6 though) Math: 0.19s for burst (60/950*3), 0.33s delay, 0.52s cycle time, 347 effective RPM (60/0.52*3), 7.1s clip time (41/(347/60)) Good question! I've been anticipating someone asking that. Exhibit A: docs.google.com/spreadsheets/d/12FgX1J0dlwNks__49P-8E9pu0jyUAcwdPf0wDQ1Epno/edit?ts=5910af28#gid=1157935498Hornet has 24 shot clip base, so that's what I used. This is my analysis: 1st round: 0 seconds ... 24th round: 2.31 + 2 * 60/950 = 2.436315789 seconds Or, (8 - 1) * 0.33 + 2 * 60/950 seconds = 2.436315789 Note - The above works because burst fire weapons allow you to pull the trigger faster than the refire counter and at the same time the game will remember that you pulled the trigger, so getting the gun to fire bursts every 0.33 seconds is actually very, very achievable aside from lag or other IRL performance issues. More difficult RoF to achieve is when you have TC on. Similar sequence for all burst weapons, because all bursts complete BEFORE counter expires on all burst weapons. There's got to be something wrong, I tested a 41 rnd clip and got 6 seconds and change (cant remember the exact value). I used a AHK macro and I recorded video (and have a timer overlay so its not a frame/recorder issue). You method would have it at ~4.51s.
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Sept 30, 2019 22:23:44 GMT
855
hanskey
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April 2017
hanskey
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Post by hanskey on Jun 12, 2017 17:04:37 GMT
1 - I have clearly stated many times that in-game performance will always be less good than numerical analysis would suggest. 2 - The underlying mechanic of the burst-fire weapons is guesswork at this point. 3 - I'm happy to be wrong as long as I can incorporate the correct information once I learn that I'm wrong. So, I looked at your Reddit post and here's a little more theorycraft on this point: Assuming that I'm wrong about the timer, and it begins AFTER the last round in a burst, not at the moment of firing the first round in a burst. Left 2 columns are for that assumption, but it still shows a good amount less time to empty a 41 round clip than you found in-game. On the right is the calculation based on assuming the timer begin upon firing the first shot. 1 | 0 | 1 | 0 | 2 | 0.063157895 | 2 | 0.063157895 | 3 | 0.126315789 | 3 | 0.126315789 | 4 | 0.456315789 | 4 | 0.33 | 5 | 0.519473684 | 5 | 0.393157895 | 6 | 0.582631579 | 6 | 0.456315789 | 7 | 0.912631579 | 7 | 0.66 | 8 | 0.975789474 | 8 | 0.723157895 | 9 | 1.038947368 | 9 | 0.786315789 | 10 | 1.368947368 | 10 | 0.99 | 11 | 1.432105263 | 11 | 1.053157895 | 12 | 1.495263158 | 12 | 1.116315789 | 13 | 1.825263158 | 13 | 1.32 | 14 | 1.888421053 | 14 | 1.383157895 | 15 | 1.951578947 | 15 | 1.446315789 | 16 | 2.281578947 | 16 | 1.65 | 17 | 2.344736842 | 17 | 1.713157895 | 18 | 2.407894737 | 18 | 1.776315789 | 19 | 2.737894737 | 19 | 1.98 | 20 | 2.801052632 | 20 | 2.043157895 | 21 | 2.864210526 | 21 | 2.106315789 | 22 | 3.194210526 | 22 | 2.31 | 23 | 3.257368421 | 23 | 2.373157895 | 24 | 3.320526316 | 24 | 2.436315789 | 25 | 3.650526316 | 25 | 2.64 | 26 | 3.713684211 | 26 | 2.703157895 | 27 | 3.776842105 | 27 | 2.766315789 | 28 | 4.106842105 | 28 | 2.97 | 29 | 4.17 | 29 | 3.033157895 | 30 | 4.233157895 | 30 | 3.096315789 | 31 | 4.563157895 | 31 | 3.3 | 32 | 4.626315789 | 32 | 3.363157895 | 33 | 4.689473684 | 33 | 3.426315789 | 34 | 5.019473684 | 34 | 3.63 | 35 | 5.082631579 | 35 | 3.693157895 | 36 | 5.145789474 | 36 | 3.756315789 | 37 | 5.475789474 | 37 | 3.96 | 38 | 5.538947368 | 38 | 4.023157895 | 39 | 5.602105263 | 39 | 4.086315789 | 40 | 5.932105263 | 40 | 3.96 | 41 | 5.995263158 | 41 | 4.023157895 |
Neither match your recorded times. Certainly it is closer using the assumption that the time count represents the minimum time between bursts (on the left), but neither match, so I'm left wondering about holes in the testing regime/lag effects/script runs slow/??. One thing I've noticed is that you have no penalty from firing too early with burst fire weapons, so your macro should be "firing" quicker than needed to maximize performance. That said, I'm suspecting that my change of mind on this mechanic was premature and soon I'll be reworking the burst-fire weapons again. Before I go doing a bunch of changes, exactly how was your macro programmed? Does your macro exceed the stated RoF (since that nets no penalties), or does it limit performance by attempting to match the stated rof that you have calculated using your assumptions?
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