![]() However, my video above showed that the salvo delay for the Torrent Missile was 0.2 seconds. The conventional wisdom is that the salvo delay for most weapons is 0.1 seconds. Jugg X article? Use Siege Battery or High Explosive Shells instead of the Cluster Warhead special. Remember that rocket build I posted in the Hellstrike vs. This means that Cluster Warheads on an Inferno-armed Hellstrike are useless after reaching 37% rank bonus (Hunter 4 or 4 stars). Reload Time at 37% rank: 0.197 seconds (limited to 0.2 seconds) Reload Time after Hull Bonus: 0.312 seconds So on a Hellstrike, with 140% rocket reload bonus included in the hull: Looking back at the reload bonus (x4) from rank, this could mean that any legendary-ranked ship with Inferno rockets cannot gain any benefit from Cluster warheads or hull bonuses at all, since its computed reload time will be 0.75 * (1-75%) = 0.19 seconds.Īnd I found that yes, the minimum reload time is 0.2 seconds. If this is the case, some weapons with short reload times may be affected, particularly Inferno rockets which start with a 0.75 second reload, and are often mounted on Hellstrikes with cluster warheads. and that was the reason some weapons in the retrofit lab were changed to have additional damage instead of a reload time reduction. Kixeye has said that weapons have a minimum reload time of 0.2 seconds. Thanks to Hwasung0181 from the Kixeye forums for pointing me in the right direction on this one, and Tengam for doing some of the original work. The Chart on the right shows the weapon's DPS increase % for each rank (compared to the previous rank). The other takeaway from this graph is that even though the % rank bonus drops as rank gets higher, the DPS effect increases for each rank through rank 20, and is still very significant for each rank through Legendary rank. The Torrent gets less of an increase in damage from rank because the salvo time is not affected by bonuses, but 253% is still a big increase. I compared a generic salvo 1 weapon (all reload time) to a Torrent missile (salvo 16, reload 12.5 seconds). This means that a for ship with a Salvo 1 weapon, Legendary rank multiplies the DPS by a factor of 4, not 1.75. I agreed that the final formula, using (1 - rank) as a reload multiplier is the correct formula. I wanted to see this for myself, so I recorded some video of ships firing, applied the potential formulas, and found which one matched the data best. Reload Time = blueprint reload * (1 - rank bonus) / (1 + sum of hull/special/alliance bonus) This forum post put together some evidence that the actual rank bonus is applied as follows: However, it seems that doesn't fit the data either. Reload Time = blueprint reload / (1+sum of hull/special/alliance bonus) / (1 + rank bonus) Recently I have been assuming that the rank bonus was applied separately from the other reload bonuses, so that it would compound when you had a high rank combined with other bonuses like alliance or hull bonuses. When potential rank bonuses were increased from 25% to 75%, some players began noticing some discrepancies when ships were very highly ranked. Reload Time = Blueprint Reload / (1 + sum of hull/special/alliance/rank bonus) The conventional way to calculate reload time (with salvo 1 weapons), was to add all the reload bonuses, and apply the following formula: ![]() Retrofits change the Reload Time listed on the player's blueprint. Rank, Hull, Specials, Fields, and Alliance can all apply modifiers to the reload time. The basic value for this is listed on each weapon's blueprint. For Salvo 1 weapons, this is the entire Cycle Time. Reload Time = The amount of time between the last shot fired in a group and the first shot of the next group. Salvo Delay = The amount of time delay between shots in a group ![]() Salvo is a statistic listed on the blueprint, or if none is listed the Salvo value is 1. Salvo a group of shots that are fired in rapid succession to deal the weapon's listed damage. Salvo Time = Total time a weapon takes to fire a group of shots, from the beginning of the group to the end of a group. DPS is generally computed by Net Accuracy * Net Damage / Cycle Time, and this article will focus on factors that go into Cycle Time.Ĭycle Time = total time a weapon takes to fire a group of shots, from the beginning of one group to the beginning of the next group. When figuring out DPS (Damage per Second), the amount of time the weapon takes to do the damage is important. I want to fix them and release a DPS Calculator/Survival Time calculator that people can use and agree on. I've baked in some errors over the last year. I'm going to try to clear up some of the uncertainties regarding DPS calculation.
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