Bounty Hunter Archive
Thread: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
Lord-Lee
Thu Sep 30, 2004 3:27 pm
#237
let see 84 plus 14...ah...96
Hehe correct me if im wrong but isnt
84
+ 14
-------
98
instead of 96?
just checkin'
Aden_Nak
Wed Dec 01, 2004 11:11 am
#238
So, if anyone is still interested, I created an Excel formula to do all of these calculations for you, except for the speed skill needed to reach 1.0, as I did not know what formula could be used to get that information. If anyone knows how to calculate the needed skill mod to reach 1.0, please post it and I will add it to the Excel sheet.
The sheet requires Office 2000 or higher. You simlpy input the Min Damage, Max Damage, Weapon Speed, and the HAM costs, and it outputs both the Weapon Efficiency and the HAM Efficiency. It will do this for the first twenty-odd rows. After that, if you REALLY want to calculate and save more than 20 rows at a time, I will trust you to discover the wily Copy and Paste features Excel has to offer.
Volsted Excel Sheet
The sheet requires Office 2000 or higher. You simlpy input the Min Damage, Max Damage, Weapon Speed, and the HAM costs, and it outputs both the Weapon Efficiency and the HAM Efficiency. It will do this for the first twenty-odd rows. After that, if you REALLY want to calculate and save more than 20 rows at a time, I will trust you to discover the wily Copy and Paste features Excel has to offer.
Volsted Excel Sheet
Message Edited by Aden_Nak on 12-01-2004 01:12 PM
HydrAG
Thu Dec 02, 2004 10:46 am
#239
Basically the weapon speed is determined by:
Weapon Speed * Delay factor of special * (1-(Speed Skill/100))
So for example:
7.5 Speed * 4.0 Delay Factor * (1-(90/100)
30 * 0.1 = 3 seconds before you shoot again.
In Excel Terms it would be:
(Just using cell nomenclature with no regard to your spreadsheet)
A1*B1*(1-(C1/100))
Hope all that helps
Hydra
Weapon Speed * Delay factor of special * (1-(Speed Skill/100))
So for example:
7.5 Speed * 4.0 Delay Factor * (1-(90/100)
30 * 0.1 = 3 seconds before you shoot again.
In Excel Terms it would be:
(Just using cell nomenclature with no regard to your spreadsheet)
A1*B1*(1-(C1/100))
Hope all that helps
Hydra
Tallmaris
Fri Dec 03, 2004 10:08 am
#241
First of all: 5 stars! 
Second matter, an example, just to know if I got it right:
I make head shot, I see a floaty 2770 over the head of the poor quenker, and a 1891 in the combat window... to the calculations:
2770 was the result from the AP-AR (that is 3, since I used a T21 against a quenker) bonus and energy resistance bonus (25% for the quenker). That goes down to an output of
2770/(1.25^3*0.75) = 1890.98 (1891 in the combat window)
That should be divided by 3 (Head shot 3 bonus) and by 1.5 (normal rifle damage output)
1890.98/(3*1.5) = 420.2 base damage
Question is:
420.2 is not an integer (and I suppose that base damage should be)......
Second matter, an example, just to know if I got it right:
I make head shot, I see a floaty 2770 over the head of the poor quenker, and a 1891 in the combat window... to the calculations:
2770 was the result from the AP-AR (that is 3, since I used a T21 against a quenker) bonus and energy resistance bonus (25% for the quenker). That goes down to an output of
2770/(1.25^3*0.75) = 1890.98 (1891 in the combat window)
That should be divided by 3 (Head shot 3 bonus) and by 1.5 (normal rifle damage output)
1890.98/(3*1.5) = 420.2 base damage
Question is:
420.2 is not an integer (and I suppose that base damage should be)......
JediMelvis137
Sat Jan 01, 2005 10:41 am
#242
Tallmaris wrote:
First of all: 5 stars!
Second matter, an example, just to know if I got it right:
I make head shot, I see a floaty 2770 over the head of the poor quenker, and a 1891 in the combat window... to the calculations:
2770 was the result from the AP-AR (that is 3, since I used a T21 against a quenker) bonus and energy resistance bonus (25% for the quenker). That goes down to an output of
2770/(1.25^3*0.75) = 1890.98 (1891 in the combat window)
That should be divided by 3 (Head shot 3 bonus) and by 1.5 (normal rifle damage output)
1890.98/(3*1.5) = 420.2 base damage
Question is:
420.2 is not an integer (and I suppose that base damage should be)......
Why would you assume base damage would be an integer? Random number generators pick a decimal number between 0.0000000... and 0.999999... and then use some formula to get the result between MIN and MAX (usually RESULT = MIN + (RANDOM * (MAX-MIN)) or something like that. To get integers, you would actually have to round or truncate the results, which they probably don't do until they go to apply the damage (if they have a clue...)
Jetfire117
Mon Jan 03, 2005 1:00 am
#243
Very nice, but could you add the Bowcaster to the list? I'm making a very difficult desicion betwen a T21 or a Bowcaster at the moment 
Barafu
Tue Jun 28, 2005 5:52 pm
#245
This is a beautiful old post but shouldn't it be unstickied in the post-CU world? It surely must confuse young markspeople coming here to get their questions answered.
Jetfire117
Mon Jul 11, 2005 6:45 am
#246
Yeah, I think that this should be un-stickied unless updated to post-CU data. It's misleading to read it nowadays.
DiLune
Mon Jul 11, 2005 1:02 pm
#247
Yeah, if anyone wants to create a guide for the post-CU marksman world please feel free to do so. I'll go ahead and unsticky Volsteds old masterpiece.