Editing Weapons
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− | + | {{for|ways for both countering and using each kind of weapon|Weapon Guide}} | |
− | + | '''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. | |
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− | + | If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside. | |
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− | + | Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. | |
− | + | ==Ranged Weapons== | |
+ | Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. | ||
− | + | Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: | |
+ | *Touch = 3 | ||
+ | *Short = 12 | ||
+ | *Medium = 25 | ||
+ | *Long = 40. | ||
− | + | Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead. | |
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− | + | DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range. | |
− | + | Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired. | |
− | + | Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction. | |
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{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
− | ! colspan='2'|Name !! Damage !! | + | ! colspan='2'|Name !! Damage !! AP !! Warm-Up<br/>(ticks*) !! Cooldown<br/>(ticks*) !! Range<br/>(tiles) !! Burst Count !! Burst (ticks*) !! Bullet Speed !! Accuracy<br/>(Touch) !! Accuracy<br/>(Short) !! Accuracy<br/>(Medium) !! Accuracy<br/>(Long) !! Miss Radius !! Blast Radius !! DPS<br/>(Optimal) !! DPS<br/>(Touch) !! DPS<br/>(Short) !! DPS<br/>(Medium) !! DPS<br/>(Long) !! Value {{icon|silver|}} |
|- | |- | ||
− | {{#ask:[[Concept:Ranged Weapons | + | {{#ask:[[Concept:Ranged Weapons]] |
| named args=yes | | named args=yes | ||
| ?Name=?Name | | ?Name=?Name | ||
| format=template | | format=template | ||
− | | template=Weapon/Row/Ranged | + | | template=Weapon/Row/Ranged}} |
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|} | |} | ||
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− | === Quality | + | A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco |
+ | |||
+ | * ''At normal game speed, there are 60 ticks to one real world second.'' See: [[Time]]. | ||
+ | |||
+ | === Quality Modifiers === | ||
+ | |||
{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier | ! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier | ||
|- | |- | ||
− | ! Awful | + | !Awful |
− | | 0.80 | + | |0.80 |
− | | 0.90 | + | |0.90 |
− | | 0.90 | + | |0.90 |
|- | |- | ||
− | ! Poor | + | !Poor |
− | | 0.90 | + | |0.90 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Normal | + | !Normal |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Good | + | !Good |
− | | 1.10 | + | |1.10 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Excellent | + | !Excellent |
− | | 1.20 | + | |1.20 |
− | | 1.00 | + | |1.00 |
− | | 1.00 | + | |1.00 |
|- | |- | ||
− | ! Masterwork | + | !Masterwork |
− | | 1.35 | + | |1.35 |
− | | 1.25 | + | |1.25 |
− | | 1.25 | + | |1.25 |
+ | |- | ||
+ | !Legendary | ||
+ | |1.50 | ||
+ | |1.50 | ||
+ | |1.50 | ||
|- | |- | ||
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|} | |} | ||
− | == Melee | + | ==Unobtainable Weapons== |
+ | These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]]. | ||
+ | They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear. | ||
+ | |||
+ | ==Melee Weapons== | ||
+ | |||
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons. | These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons. | ||
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Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance. | Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance. | ||
− | Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. | + | Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. |
+ | |||
+ | ===Base Melee Stats=== | ||
+ | The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material). | ||
+ | |||
+ | {| {{STDT|sortable c_06 text-center}} | ||
+ | ! colspan='2'|Name !! Average cooldown !! Weakest attack damage !! Strongest attack damage !! Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type="number"| Value {{icon|silver|}} | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| | ||
+ | ! style='text-align: left !important;'| Unarmed human | ||
+ | | 2 s || 5 || 8.2 || 2.29 || Blunt || - || - | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Axe|}} | ||
+ | ! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}} | ||
+ | | 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Beer|}} | ||
+ | ! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}} | ||
+ | | 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Bionic arm|}} | ||
+ | ! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}} | ||
+ | | 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|club|}} | ||
+ | ! style='text-align: left !important;'| [[Club]] | ||
+ | | 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}} | ||
+ | ! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}} | ||
+ | | 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Gladius|}} | ||
+ | ! style='text-align: left !important;'| [[Gladius]] | ||
+ | | 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Ikwa|}} | ||
+ | ! style='text-align: left !important;'| [[Ikwa]] | ||
+ | | 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Jade knife|}} | ||
+ | ! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}} | ||
+ | | 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Knife|}} | ||
+ | ! style='text-align: left !important;'| [[Knife]] | ||
+ | | 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Longsword|}} | ||
+ | ! style='text-align: left !important;'| [[Longsword]] | ||
+ | | 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Mace|}} | ||
+ | ! style='text-align: left !important;'| [[Mace]] | ||
+ | | 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Monosword|}} | ||
+ | ! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}} {{ref label|Royalty|E|E}} | ||
+ | | 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Monosword|}} | ||
+ | ! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}} {{ref label|Royalty|E|E}} | ||
+ | | 1 s || 12 || 32 || 30.69 || Sharp || 85% || 1300-2900 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Plasmasword|}} | ||
+ | ! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}} | ||
+ | | 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Plasmasword|}} | ||
+ | ! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}} | ||
+ | | 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Eltex staff|}} | ||
+ | ! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}} | ||
+ | | 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Spear|}} | ||
+ | ! style='text-align: left !important;'| [[Spear]] | ||
+ | | 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}} | ||
+ | ! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}} | ||
+ | | 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Warhammer|}} | ||
+ | ! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}} | ||
+ | | 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ? | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Zeushammer|}} | ||
+ | ! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}} | ||
+ | | 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42% || 2000 | ||
+ | |- | ||
+ | ! style='text-align: left !important;'| {{Icon Small|Zeushammer|}} | ||
+ | ! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}} | ||
+ | | 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | :{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks. | ||
+ | :{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them. | ||
+ | :{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased. | ||
+ | :{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the "Freewielder" trait, so make sure you choose a good and unlikely to die pawn to use them. | ||
+ | :{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]] | ||
+ | :{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS. | ||
− | === | + | === Material / Quality Modifiers === |
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− | + | {| {{STDT|sortable c_06 text-center}} | |
− | + | ! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor | |
− | {| {{STDT| sortable c_06 text-center | + | |- |
− | ! Material !! Cooldown speed factor !! Damage factor (Blunt) !! | + | ![[Sandstone Blocks|Sandstone]] |
+ | |1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4 | ||
+ | |- | ||
+ | ![[Granite Blocks|Granite]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7 | ||
+ | |- | ||
+ | ![[Limestone Blocks|Limestone]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55 | ||
+ | |- | ||
+ | ![[Slate Blocks|Slate]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3 | ||
+ | |- | ||
+ | ![[Marble Blocks|Marble]] | ||
+ | |1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2 | ||
+ | |- | ||
+ | ![[Silver]] | ||
+ | |1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7 | ||
+ | |- | ||
+ | ![[Gold]] | ||
+ | |1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6 | ||
+ | |- | ||
+ | ![[Steel]] | ||
+ | |1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0 | ||
+ | |- | ||
+ | ![[Plasteel]] | ||
+ | |0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8 | ||
+ | |- | ||
+ | ![[Wood]] | ||
+ | |1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65 | ||
+ | |- | ||
+ | ![[Uranium]] | ||
+ | |1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5 | ||
+ | |- | ||
+ | ![[Jade]] | ||
+ | |1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5 | ||
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|} | |} | ||
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{| {{STDT|sortable c_06 text-center}} | {| {{STDT|sortable c_06 text-center}} | ||
! Quality !! Base Damage Modifier | ! Quality !! Base Damage Modifier | ||
|- | |- | ||
− | ! Awful | + | !Awful |
− | | 0.80 | + | |0.80 |
+ | |- | ||
+ | !Poor | ||
+ | |0.90 | ||
|- | |- | ||
− | ! | + | !Normal |
− | | | + | |1.00 |
|- | |- | ||
− | ! | + | !Good |
− | | 1. | + | |1.10 |
|- | |- | ||
− | ! | + | !Excellent |
− | | 1. | + | |1.20 |
|- | |- | ||
− | ! | + | !Masterwork |
− | | 1. | + | |1.45 |
|- | |- | ||
− | ! | + | !Legendary |
− | | 1. | + | |1.65 |
|- | |- | ||
− | |||
− | |||
|} | |} | ||
Do note that stone blocks can only be used with clubs. | Do note that stone blocks can only be used with clubs. | ||
− | === Melee | + | === Melee Formulas === |
− | + | ||
− | ==== General | + | ==== General Formulas ==== |
+ | |||
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier''' | '''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier''' | ||
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'''Chance Factor''' defaults to 1 if no value is specified | '''Chance Factor''' defaults to 1 if no value is specified | ||
− | ==== Listed DPS on | + | ==== Listed DPS on Weapons ==== |
− | The DPS listed on the info tab for weapons is deceiving as | + | |
+ | The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has: | ||
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage''' | # For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage''' | ||
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''') | # For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''') | ||
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''') | # Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''') | ||
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''') | # Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''') | ||
− | # Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown''' | + | # Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown''' |
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer: | Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer: | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance | ! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance | ||
|- | |- | ||
| head || 31 || 2.2 || 961 || 81% | | head || 31 || 2.2 || 961 || 81% | ||
|- | |- | ||
− | | handle || 15 || 1.6 || 225 || 19% | + | | handle || 15 || 1.6 || 225 || 19% |
|} | |} | ||
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'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086 | '''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086 | ||
− | '''Average DPS''' = 27.965 / 2.086 = 13.40 | + | '''Listed Average DPS''' = 27.965 / 2.086 = 13.40 |
You can find more of these values in Dev mode >> Logging Menu >> Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below). | You can find more of these values in Dev mode >> Logging Menu >> Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below). | ||
− | ==== Listed DPS on | + | ==== Listed DPS on Pawns ==== |
+ | |||
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account: | This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account: | ||
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# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''') | # Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''') | ||
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''') | # Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''') | ||
− | # Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown''' | + | # Compute the '''Listed Average DPS''' = '''Average Damage''' / '''Average Cooldown''' |
− | Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015): | + | Note that this is mathematically incorrect (see below for more details). Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015): |
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance | ! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance | ||
|- | |- | ||
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'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100 | '''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100 | ||
− | '''Average DPS''' = 26.875 / 2.100 = 12.80 | + | '''Listed Average DPS''' = 26.875 / 2.100 = 12.80 |
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''. | Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''. | ||
− | + | ==== Actual DPS ==== | |
− | + | There are a few peculiarities in the descriptions above. For one, it seems that the AccuracyTouch properties of ranged weapons is not used this may be a bug as it seems intended that it should have been used. Another remarkable thing is that the average DPS computation doesn't match with how the attacks are used. The final steps aggregate all damage and cooldown separately before computing the average DPS. This implicitly suggests that cooldowns are not tied to the attack options (eg. the Zeus Hammer Head attack can happen with 1.6, 2 and 2.2 cooldowns). However, this is not the case when an attack is selected the associated cooldown kicks in. This is how the actual DPS is computed: | |
− | + | # For each attack option follow step 1-4 as above | |
− | + | # For each attack option compute the '''DPS''' = '''Damage''' / '''Cooldown''' | |
+ | # Compute the '''Actual Average DPS''' = SumOfAll('''DPS''' x '''Selection Chance''') | ||
− | + | In the example above this means that the average DPS would be 12.62 (instead of 12.80). Also not that in this case it is lower but in other cases it will be higher. Therefore, in order to properly compare melee options one should not use the '''Listed Average DPS''' but instead use the '''Actual Average DPS''' as defined here. | |
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− | == | + | == Biocoding == |
− | + | Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting. | |
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− | == Version | + | == Version History == |
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill. | * [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill. | ||
− | * [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' | + | * [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' |
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials. | * [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials. | ||
− | * [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy | + | * [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy. |
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* [[Version/1.1.0|1.1.0]] - Biocoding added | * [[Version/1.1.0|1.1.0]] - Biocoding added | ||
{{nav|weapon|wide}} | {{nav|weapon|wide}} | ||
− | [[Category:Equipment | + | [[Category:Weapons| ]] |
+ | [[Category:Equipment]] |