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Note: I happen to own this topic but it is a group effort by some of my friends and I. Thank you @Tani_S, @Spit_Fyre, @BlackWasp777 and @wolverine848 for the great work!  :) If you have any charts you would like to submit we will review them to make sure they're accurate. Any criticism, (pointing out something we did wrong) or contributions are welcome.  Also, it would help if you included notes at the bottom of each chart to clear up stuff. (ex. Shaft is counted as Fully Charged for this graph, not just Fully Reloaded and ready to scope in.) 

 

I will be collecting all the accurate charts in the OP as a spoiler to make it easy to see them all in one place, instead of scanning the whole thread.

 

Helpful Graphs and Charts to Interpret Statistics:

 

Because there is not a lot of posting in this topic doesn't mean we are not conversing. In fact, a lot goes on behind the scenes in group-chat, and we are actively working to improve our knowledge of the game mechanics to share it with others.  More charts coming soon! :)

 

1. Important: Many people have wondered why the Thunder, Smoky, Ricochet, and Twins don't always do their Max damage at close range, but variable amounts significantly less. We finally got the clues, how the damage-over-range model works. (@BlackWasp777)

That also explains, why Thunder "(almost)never" deals it's maximum damage

 

Here is the link to the wiki thread, where shedinja explained it LINK

 

qranmo.png

Notes:

1. The damage a turret (rico, twins, smoky, thunder) does is a random value between minimum and maximum damage, adjusted for distance. However, values in the center of the curve are more common than values in the extremities.  So while there might be a 20% of doing average damage, there is a 5% chance of getting a value in the top or bottom tenth.  It's shown in the Smoky Picture two posts below. The average damage is not only the "arithmetic mean" of all the random values, but actually the center of the most common values.  

Another way to understand this is a picture of a galaxy. Most of the stars are concentrated in the middle, they are not equally distributed from end to end.

 

2. At distances greater or equal to the range of minimum damage, the "max damage" and "min damage" are multiplied by the "weak damage", (ex. the average damage is usually 1/4 of itself at point blank range, given a weak damage of 25%)

 

The diagram for Thunder (@BlackWasp777):

 

10pt4hu.png

For Thunder the weak damage is 50%, which means that at distances equal or greater than the minimum damage, the damage values are half the amount they would be at point-blank range.

 

 

And here is the picture for Smoky (@BlackWasp777)

 

Old: (before critical range change, but shows percentages for damage)

2en9ouu.png

Basically the damage is determined by a probability-based bell-curve aligned to the center, so the "full" damage is a value  between min and max damage, usually about halfway.

New:

29zscco.png

 

 

 

 

2.(After lots of slimming down): Table showing the following stats for every M3 turret -(By @Spit_Fyre)

 

Average damage per minute

Number of shots required to kill a heavy hull (with and without protection)

Time to kill a heavy hull (with and without protection)

Be Sure to Read the Notes at the Bottom

312xmhz.png

 

 

 

 

 

3.  Time To Kill a Light Hull across Any Distance. Currently only the Thunder, Smoky, Shaft, and Freeze alterations are graphed (so is rail, which is the exact same as the stock railgun), hope to get some more in later.(

 

 

sc7bAHm.png

Notes: 

The TTK lines for Hammer, Freeze, Freeze alteration, and Smoky go way up out of the graph, in addition to some of the other lines, that I cut off for easier viewing of the intricate middle section. For example, at max range it will take over 7 minutes for a freeze to kill a light hull.   Conclusion: Don't use those guns at their Max Range!  :D

-There are three lines for Shaft: One reflects a Fully-charged scoped-in Shaft . one reflects the alteration, and one reflects a Shaft fully-reloaded but not scoped in.

-The hammer pellet spread is not taken into account. Obviously, at bigger distances not all of the pellets will hit,

-As a result of the linear degression of damage from the end of "Range of Maximum Damage" to "Minimum Range", the TTK increases exponentially.  The graph doesn't have enough points to show a curve but  keep in mind the TTK time over distance between "range of max damage" and "minimum range" is a geometric progression, not a series of straight lines.

-For the calculations of Thunder, Railgun, Twins, Ricochet, and Smoky, I always used the "average" damage values, a point halfway between the full min and max damage and congruently decreasing in relation to the decreasing min and max damage to weak damage between the "range of max damage" and the "minimum range."  Which means, this TTK may be different from what you experience in-game.

-I assumed Smoky hit a critical once every five shots, on the fourth shot.

-Assumed Vulcan isn't already firing, there is a separate line for that.

-Assumed Vulcan user doesn't care about self-burn damage (  :lol:)

-No modules or drugs, obviously.

-Assumed the first shot doesn't take any time (except for Rico and Twins)- ex only calculate two hammer reloads when 3 shots are needed.

-Took into account the time to travel for Rico and Twins shots to reach their target.

-Railgun warm-up still takes time at the beginning.

-Thunder Splash Damage not included.

-Firebird TTK was a pain in the neck to calculate when the TTK exceeded the amount of charge it had.  I had to calculate the fluctuating burn values, the charge build-up in relation to the "firing", and take into account that the burn was only applied at the end of every second unlike the damage.  For example, when Firebird is reloading, the opponent is still taking burn damage, but it's declining; however, when the firebird starts firing again, the burn damage goes up and adds on to the normal damage.  In addition, the linear rate of damage drop-off for firebird proved tough to graph with the afterburn, which doesn't decrease over distance.  In case you didn't know, burn is calculated by (current temperature)x(max burn damage).

-All turrets have a linear decrease from the "range of max damage" to the range of min damage. This is used to calculate the average damage a Smoky or Thunder Shot will deal at any distance between the two.

-And as always, M4 statistics are used.  :)

 

 

 

 

 

4.This chart shows the damage of the turrets and how long they need to reload and consume their energy to inflict this damage. Those turrets below the trendline are better than the average in terms of the DPM measure. Since Twins can shoot endlessly, we just assumed it is 5 seconds shooting. (@Tani_S)

 

Z1lnkPx.jpg

 

 

 

 

5. Associated to this comes the DPM ranking: (@Tani_S)

 

tDsAtVU.jpg

 

 

 

 

6. Here is an overview of the growth in stats regarding the damage per second of each turret. Note, that these are two charts, one shows the growth from M3 to M4 in a % scale and the other goes from M0 to M4 with a factor (that means i.e. Twins M0 DPS * 4 = Twins M4 DPS). (@Tani_S)

 

0V7JsgQ.jpg

 

 

 

 

7. This one shows the number of necessary M3 shots to kill an M3 medium hull. Tick damage turrets are rounded as stated before. (@Tani_S)

 

QYGYXJX.jpg

 

 

 

 

8. Following on the number of shots, here is the ranking of the Time to kill performers. I added also several alterations (abbreviated with 'alt.') and differentiated some turrets between this turret with an empty magazine or with a full magazine (standard). Vulcan's starting bullet phase is included, so if you make extensive use of the overheat, you can surely go with 1 sec. less, so with 4.75 sec. (@Tani_S)

 

pqZfNDy.jpg

 

 

 

 

 

 8.5. Here is an overview about the principles that influence how the turrets cause damage in the game: (@Tani_S and @BlackWasp777)

 

 

WzWQlgh.jpg

 

 

 

Notes for Graphs 2-6: (@Tani_S)

 

 

 

  • I Ignored the effects of Modules and Drugs 
  • Damage of Turrets that have a damage spectrum along the bell curve are replaced by the constant average damage
  • The damage per second (DPS) is in general calculated by the (average) damage divided by the reload time and as well the discharge time (i.e. Rail's shot delay time). For energy-amount turrets (like Freeze, Isi, Rico, etc...) is in general the consumption/charge/discharge time taken, but not the reload time included.
  • The time element for the chart 'damage of a magazine' is the sum of reload and discharge time, which is also the basis for the thereafter following 'Damage per minute' chart.
  • In general I compared M3 weapons with 0/50 MUs and also taken the same level of medium hulls into account.
  • Fire: Afterburn ignored
  • Freeze effect ignored
  • Twins: All shots hit the enemy
  • Hammer always hits with all pellets
  • Smoky's critical shot included in the average damage / dps
  • Thunder's Splash ignored
  • Rail's penetration power ignored
  • Shaft - Sniper: Always taken max. damage, but also included the charge time (first charge also for DPS)
  • Shaft - combined: First a sniper shot and then an arcade shot
  • The time to kill (TTK) of turrets that inflict damage every tick (quarter sec.) is rounded on every quarter sec.
  • The TTK measure is based upon the necessary shots to kill an enemy (leading to charge & reload time) and the first reload time doesn't count (i.e. for Thunder).
  • A note on Rico:

    I think calculating the Rico values for DPS and all the variations of it was the hardest part (spent around 70 excel rows on it and 20 of them were miscalculations) because it is both an energy amount turret and a reload turret (and it loads while you are shooting). By the way the standard Rico has 12 shots before it needs to wait for further reload and when using the Rico m1 alteration, you can shoot 14 shots over all M levels. The needed energy for the 14th shot is not there in the shot moment of the 13th shot, but till you get to the 14th shot it is available. (the shot reload reduces with higher Ms, while the energy reload is constant).

 

 

 

9. Time Required to Destroy a Medium Hull at various ranges for every turret: ()

Currently the only alterations graphed are the Shaft, Twins and Freeze alterations. I will hope to update the graph with all the alterations in the near future. Be sure to read the notes at the bottom! :)

 

 

c9sbFBM.png

 

Notes:

-The TTK lines for Hammer, Freeze, Freeze alteration, and Smoky go way up out of the graph, in addition to Twins and some others. For example, at max range it will take over 10 minutes for a freeze to kill a medium hull.   Conclusion: Don't use those guns at their Max Range! :D

-There are two lines for Shaft: One reflects a Fully-charged scoped-in Shaft and one reflects a Shaft fully-reloaded but not scoped in.

-The hammer pellet spread is not taken into account. Obviously, at bigger distances not all of the pellets will hit,

-As a result of the linear degression of damage from the end of "Range of Maximum Damage" to "Minimum Range", the TTK increases exponentially.  The graph doesn't have enough points to show a curve but  keep in mind the TTK time over distance between "range of max damage" and "minimum range" is a geometric progression, not a series of straight lines.

-For the calculations of Thunder, Railgun, Twins, Ricochet, and Smoky, I always used the "average" damage values, a point halfway between the full min and max damage and congruently decreasing in relation to the decreasing min and max damage to weak damage between the "range of max damage" and the "minimum range."  Which means, this TTK may be different from what you experience in-game.

-I assumed Smoky hit a critical once every five shots.

-Assumed Vulcan isn't already firing, there is a separate line for that

-Assumed Vulcan user doesn't care about self-burn damage ( :lol:)

-It's interesting to note that the Shaft alteration and normal Shaft have the exact same TTK starting from a reloaded but not-scoped in position. Obviously the scoped-in alteration for shaft is an insta-kill.

-No modules or drugs, obviously.

-Assumed the first shot doesn't take any time (except for Rico and Twins)- ex only calculate two hammer reloads when 3 shots are needed.

-Took into account the time to travel for Rico and Twins shots to reach their target when fired from 20 meters.

-Railgun warm-up still takes time at the beginning.

-Thunder Splash Damage not included.

-Firebird TTK was a pain in the neck to calculate when the TTK exceeded the amount of charge it had.  I had to calculate the fluctuating burn values, the charge build-up in relation to the "firing", and take into account that the burn was only applied at the end of every second unlike the damage.  For example, when Firebird is reloading, the opponent is still taking burn damage, but it's declining; however, when the firebird starts firing again, the burn damage goes up and adds on to the normal damage.  In addition, the linear rate of damage drop-off for firebird proved tough to graph with the afterburn, which doesn't decrease over distance.  In case you didn't know, burn is calculated by (current temperature)x(max burn damage).

-All turrets have a linear decrease from the "range of max damage" to the range of min damage. This is used to calculate the average damage a Smoky or Thunder Shot will deal at any distance between the two.

-And as always, M4 (fully MU'd M3) statistics are used. :)

 

 

 

 

 

10. Thunder M3 average damage (per minute)  vs Smoky M3 average damage (per minute) at varying ranges. 
Damage Per Minute graphs vs Range. (@BlackWasp777)
 


Mind that Thunder has additional Splash Damage, which is not part of this graphs
 outwux.png

 
 
 
11. This is a diagram of how long distances are on two popular maps, so you can translate the statistics into your actual gameplay, and know when your turret is most effective. (@BlackWasp777)

Please note the different scales..100m in one pic, 50m in the other  :rolleyes:

edit: should be more or less correct.. that prop counting toasts my brain  :P

 

Serpuchov

 

 

Rio

 

Need more? Measure yourself  :P

one prop is 5 meter long:  http://en.tankiforum...howtopic=211476

 

 

 

 

12. Here is the chart to show the average damage per second of M3 turrets over all the ranges.  (Be sure to read notes at the bottom). :) (@Tani_S)

 

CiSRdQL.jpg

 

 

Notes:

-Firebird Burn Damage NOT included

-Turret's Reloading is not taken into account, so Freeze, Rico, etc have infinite charge.

- Alterations are marked in a color similar to the respective standard turret. Alterations or turret shooting modes are were included when it made a notable difference over the ranges.

-Those lines that end somewhere show that they have reached the maximum range and the shots die out.

-By the way, Vulcan has the same range like Thunder & Smoky and the Rico alteration is the one with the longest Range of Max Damage, (except Railgun and Shaft) and the largest Minimum Damage Range, (200 as opposed to Thunder and Smoky's 140) but is not independent from range and the shots die out unlike Thunder and Smoky, which have infinite range if weak damage is counted.

 

 

 

 

13. Number of Shots against Unprotected vs Protected Hulls. (@Tani_S)This shows how effective a certain amount of protection is against a certain turret. For example, if you are a hornet and  want to know how much protection you need to survive two railgun shots, and then want to stop there as there isn't much need to upgrade your railgun module further... Another example: 5% hammer protection for a hornet makes it 3-shot, but 5% firebird protection you will not feel the difference.

 

Note that there are two charts: One chart is for the shorter-range turrets and the second is for the longer range turrets.

41GQmv5.jpg

oCXDWwH.jpg

 

 

Notes:

  • Some turret modes are included as well, some as another turret (because the # shots or % prot. then changed), some as part of the normal turret.
  • '% prot.' shows the level of protection that the respective hull needs in order to withstand the respective number of shots of a single turret or to endure the given time frame.
  • Smoky is only an estimation, because it spreads the damage advantage of the critical shot over all shots. Maybe I'll change that eventually.
  • Shaft Sniper only includes max. damage snipe shots. Shaft combo is the ideal combination of both Snipe and Arcade shots. If the combo has a lower #shots at a higher % protection, it is because i.e. instead of shooting 1 snipe shot + 2 arcade shots = 3, it fired 2 max. dmg. snipe shots (and maybe later added more arcade shots to it).
  • Isida, Firebird and Freeze do damage every quarter sec. and their #shots is equal to their TTK.
  • Oh and all numbers are on M3 level.
  • Firebird Afterburn not included, in reality firebird does more damage than freeze.

 

 

 

 

 

14. Growth In TTK against light to heavy hulls. This is useful to see which turrets are better against light hulls and which are better against heavy hulls. (@Tani_S)

 

cWzRyPZ.jpg

Here is an alterative chart for the number of shots:

Lf16KWo.jpg

Notes:

-Firebird afterburn not included.

-TTK values are from point-blank range

-For the DPM turrets, a second counts as a shot.

 

 

 

 

15. Impact force Rate and Alpha Aim-Offset of Turrets. (Obviously firebird, freeze, and isida aren't included) Alterations coming soon! This shows how the impact force for each turret is distributed over periods of time. For example, railgun has a very high impact force for 1 second, but Smoky is better in impact force over a period of 4 seconds. This shows which turrets are better for knocking heavy/medium hulls off aim, which are better for steering light hulls off course, and which are just useless in terms of Impact force. ()

 

Chart #1: The steepness of the diagonal lines shows how hard it is for a Shaft, for example, to re-adjust his/her aim after being hit.  It's also useful just to compare the specific impact force of each shot for all the turrets.

59OizRc.png

 

 

Chart #2: General Impact Force Rate, showing which will steer your Wasp more off course. ;)

4094Yrg.png

Notes:

-Shaft's impact force depends on how much damage a shot does.

-Shaft is counted as using full arcade shots for the arcade and using full scope shots for "scope", but not counted as scoped-in already.

-Hammer's impact force is per pellet, so if some pellets miss, the impact force will be less.

-For hammer, the gentler sloped line indicates the reload between clips, in which the Shaft/other has much more time to get back on aim. 

- Rico and Twins projectile travel time not included.

-Rico and Twins don't hit all their shots, obviously not taken into account for these charts.

-Some variation due to where on the hull the shot lands. Good players will aim for the corners, thus increasing the impact rate of the alpha impact turrets.

 

 

 

 

16. Representation of How a Turret's Special Abilities Make up for it's high/low DPS and range. By @Spit_Fyre

 

Only Firebird is completed atm, we are working on the others. :)

10wo08k.png

 

 

 

 

17. Firebird/Alteration Damage Power/Potential   This shows the sum of all the damage the user has received up to that point and will receive through afterburn, and also compares other stats.

 

 

The thick yellow/green lines are the cumulative damage potential for the stock and M2 alteration.   The total hp loss the enemy will experience, so to speak.

Freeze is also graphed, as well as the total afterburn damage independently for both the Alteration and the Stock. For example, after 3 seconds, how much damage will the opponent take in afterburn? (Remember it is cut in half by DA and cancelled by RK). 

The horizontal lines reflect the hp for the hull classes, where the damage curves intersect them, is the exact minimum amount of time you need to keep the flame on an enemy for their death to be assured through afterburn. This is quite useful for Firebird users.

oArgiVZ.png

 

As you can see, unless you are going to be fighting one opponent for more than 5 seconds, the alteration is better in every way. Most alteration users will wait until they are recharged to attack again.  Keep in mind if you see another opponent, the experience resets to the left of the graph for 0 seconds.

Notes:

-Always M4 stats

-The intersections are not exact. This is because the graphing software predicts the curve, and also because the cooling rate always occurs in intervals of 10 hp without added factors, regardless of an actual temperature value in between.

- Keep in mind that non-M4 Firebirds have a lower temperature limit, which affects the max burning damage they can inflict;

-M0: .2

M1: .36

M2: .65

M3: .81

-However, lower-modification overall damage power is not shown, only M4. But you can infer that the curve is less.

 

 

 

 

Useful Things to Remember in General:

 

 

-The .5 second delay for Shaft entering scope mode is counted as part of the three seconds, in which the user cannot fire during that time. However, build-up in damage starts occurring at the end and lasts for 2.5 seconds.

 

-When Firebird and Freeze Penetration were removed, the developers never changed the visuals, meaning it still looks like the firing cone blasts right through tanks.

 

-The distance Wasp and Mammoth can reach while traversing open ground before being killed is the same. (not taking impact force, which steers light tanks off course, and acceleration into account.) So don't buy Wasp thinking it's better for getting from cover to cover without dying.

 

-Firebird's heating rate and burning damage are unaffected by range

 

-A Module applies before a DA.

 

-Thunder's splash damage is the exact same as it's normal damage (random value) multiplied by the percentage of distance from 12 meters away, at which 25% weak damage is applied. However, the damage dies out.

 

-Smoky's critical shot gives a 30% advantage over a typical shot at close range.

 

-The max burning damage for Firebird is 150.

 

-Some turrets have horizontal auto-aim, meaning that you don't have to point in the exact direction of the target to hit (especially with railgun).

 

-When you shoot right before you die, your shots frequently do not inflict damage. This is caused by lag since you were actually already dead.

 

-You cannot catch drop-boxes in mid-air on Rio, including gold boxes.

 

-Using Shaft, you can sometimes fire a half-damage arcade shot right after another shot. This only occurs after a scope shot.

 

-Mine's damage is not affected by how you go over it. (Under Testing)

 

-Isida has no damage decrease over range, giving it a chance against Fire and Freeze at longer ranges. 

 

-Hornet, Viking, and Hunter are the same length.

 

-Firing on Madness while in mid-air often self-destructs your tank.

 

-Ricochet's range when bouncing is increased. What determines the amount, I'm not sure.  

 

-You can move yourself while upside-down with guns that have impact force. It works if you want to flip off a platform.

 

-Twins has a higher DPM than Firebird and Freeze at Any Range. 

 

-For Firebird and Vulcan, the cooling rate is .66 decrease in temperature per second.

 

-Firebird and Vulcan afterburn and heating are not affected by Double Damage.

 

-Isida, when healing, counter-acts freeze effect and afterburn by restoring your tank to it's normal temperature. However, this isn't instantaneous.

 

-It is not possible to get two Smoky critical shots in a row. If you see this then that person is hacking. :P

 

-Firebird's Temperature Every second (on other tanks) is determined by the current temp. of the tank (0 at start) plus the [heating rate - cooling rate]. Multiply the temperature by the maximum burning damage to calculate how much damage the opponent suffers at the end of every second.

 

 

 

 

P.S. Our knowledge of the variables affecting the temperature mechanism as of now: Tani_S made the table.

As you can see, we still have a lot to do. :P

Hcv6x9n.png

 

Edited by r_I_already_won0
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Table showing the following stats for every turret -

 

  • Average damage per minute
  • Number of shots required to kill a heavy hull (with and without protection)
  • Time to kill a heavy hull (with and without protection)

 

312xmhz.png

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Shaft appears to work in this way:

  • Min. snipe damage = arcade damage
  • The delay to enter snipe mode is part of the 3 sec. long charge
  • Shooting in the first 0.5 seconds inflicts arcade damage/min.snipe dmg.
  • After that the damage starts increasing, probably linearly
  • => The difference between min. and max. snipe damage is spread along the remaining 2.5 sec. of the charge

 

 

By the way, the DPS of Shaft arcade shots is at M4 a bit higher than the Shaft Sniper DPS (around 5% better). So if you have already snipe-shotted a tank once and you are unsure to go by arcade or sniper for next shot, better go by arcade on M4. For M3 it's only 1.7 % and for the lower M levels it's negligible.

The damage (and eventually time) of 3.4 arcade shots make up the max. damage of a sniper shot. So when you know, that you will need 4+ further arcade shots, then better go with the sniper. Quickscoping doesn't make sense, when you regard the aspect of DPS, because it takes long to reload and you don't get the real benefit of the snipe mode (this one comes at the end of the 2.5 last seconds of the charge).

 

 

Edited by Tani_S
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Thank you, I will update the charts.

 

Now I have to divide 1700 by 2.5 to figure out the increase in hp/shot at any point along the chargebar after a certain amount of time...

Edited by r_I_already_won0

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lol no need for overengineering here  :P

 

 

Edit: I_A_W your chart and calculation is somewhat detailed. You even calculated the afterburn of the seconds in the not shooting phases and calculated the time to travel for Rico's shots!  :o Respect!  :)

Edited by Tani_S
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So here is my table to show the Time to kill (TTK) of protected hulls. I designed it after BlackWasp's proposal. It shows which level of protection is necessary to raise the no. of shots or the TTK significantly.

 

 

 

Some things to clarify:

  • Some turret modes are included as well, some as another turret (because the # shots or % prot. then changed), some as part of the normal turret.
  • '% prot.' shows the level of protection that the respective hull needs in order to withstand the respective number of shots of a single turret or to endure the given time frame.
  • Smoky is only an estimation, because it spreads the damage advantage of the critical shot over all shots. Maybe I'll change that eventually.
  • Shaft Sniper only includes max. damage snipe shots. Shaft combo is the ideal combination of both Snipe and Arcade shots. If the combo has a lower #shots at a higher % protection, it is because i.e. instead of shooting 1 snipe shot + 2 arcade shots = 3, it fired 2 max. dmg. snipe shots (and maybe later added more arcade shots to it).
  • Isida, Firebird and Freeze do damage every quarter sec. and their #shots is equal to their TTK.
  • Oh and all numbers are on M3 level.

 

 

 

Part #1

 

 

41GQmv5.jpg

 

 

 

Part #2

 

 

oCXDWwH.jpg

 

 

 

The tables are now updated for the game update tomorrow.

Edited by Tani_S

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Oh great  :mellow:

Of course the devs had to come up with all these changes when we were in the middle of working on some more charts. -_- ..now we will have to edit the old ones. You can send me them in the PM or post the edited versions in this topic.

 

<_<  <_<  <_< And I hate this update anyway...except the isida part

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1.  Graphs Updated to reflect New Changes

 

2. Twins Alteration and firing vulcan added for TTK-mediums chart, as well as change in width/height ratio to make it easier to read.

Edited by r_I_already_won0

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I was curious about the effect on Smoky on the distances and checked the numbers. The new average weak damage per sec. for Smoky is ~105, so it got boosted by the factor 3.2. This elevates its damage curve and it is as effective on long range as Vulcan now. Well it's still dependent on getting the critical shot, so eventually you have to hit a while to get a high reward.

 

Here is the updated chart  ;)

 

 

CiSRdQL.jpg

 

 

Edited by Tani_S
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1. Some Graphs Updated to Reflect Smoky Critical Change

 

2. Time-to-kill light hulls graph added

 

3. New and updated Damage-over-range models added and a better comparison between smoky and thunder.

 

4. Alterations added for TTK-mediums and some corrections on both charts for accuracy.

 

5. two new graphs added by Tani_S (for growth in TTK and #of shots) , under #13.

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1. Numbering and Topic Description changed.

 

2. "Useful things to remember in general" section added. :)

 

Remember that because this topic is not often used doesn't mean there's a lot of working and conversation going on behind the scenes in group-chat. ;)

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Thank you for the new section!

There are two minor points I can't confirm tho (that doesn't mean you have to change it). Thunder's splash weak damage is 25 % at 12 m radius (not 0%) but the shot dies out (= max. range). The other thing is about the arcade shot with the half damage after a snipe shot.

Edited by Tani_S

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Remember that because this topic is not often used doesn't mean there's a lot of working and conversation going on behind the scenes in group-chat. ;)

Yes, we're a pretty active bunch of nerds. I'm on sick leave until further notice. On a prescription for procrastination :P

@wolverine848 is probably hibernating.

 

We got a some caws and claws, but the cause we have unwittingly pledged our allegiance to calls you and us alike to contribute to this noble mission of "A Vision".

 

Donations accepted in thoughts, charts and tables.

Edited by Spit_Fyre

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