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An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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VolstedGridban
SWG Petty Officer
Posts: 879
Registered: 09-05-2003


PA: Intergalactic Planetary - Planetary Intergalactic
Server: Tempest

15 ratings - 4.7 average


[Note: Well whaddaya know? The message forum has a character limit per post of 20,000 characters. And I hit it. That should tell you something about this message. Anyhow, since I can't post all of this message in one go, I'm cutting it into two bits. The 2nd part will be in the reply to this message.]


Preliminaries

The motivation for this post was, simply, to come up with a way to compare different weapons. We've all been faced with the choice of two weapons with differing speeds, damage ranges, and HAM costs, and it would be useful to have a way to compare them and determine which one is better for a given situation. With that in mind, and with pen, paper, and calculator in hand, I sat down and tried to come up with a useful method of comparison.

To warn you, this post is very long, and is filled with all manner of Math Geekery(tm). If you are the sort of person who likes to see the figures and the formulas and the reasons those particular formulas are used, then you may want to read the entire post at your leisure.

If, on the other hand, you're the sort of person that feels your eyes glaze over at the mere mention of the word "algebra," and assuming you trust me to know what I'm talking about, then feel free to skip over all of the following until you get to the next section. Everything between here and there will be simply me setting the foundation for my data and my conclusions, so that those who want to check my methodology can do so. The actual weapon comparisons will be in first reply to this message.

Before we go further, a recap of some basics:

Base Damage: The damage that appears in your "Battlespam" (i.e. the text which shows up in your Combat window). The minimum amount of Base Damage you can do with autofire will be the minimum damage rating of your weapon multiplied by 1.5. The maximum amount of Base Damage you can do with autofire will be the maximum damage rating of your weapon multiplied by 1.5. So if you have a weapon with a damage rating of 100-200, your base damage will range from (100 * 1.5) to (200 * 1.5), or 150-300.

Floaty Damage: The damage that appears over the heads of critters, NPCs, and PCs when you shoot them. This is the damage that is actually removed from the HAM bars of your target. 80% of the damage is applied to one HAM bar, and 10% is applied to each of the other two. So a 100-point shot to the Head would take off 80 points of Mind, 10 points of Health, and 10 points of Action. Floaty damage is obtained by multiplying the Base Damage by a Resistance and Armor Factor (RAF).

Resistance and Armor Factor (RAF): The effect of Armor Piercing (or lack thereof) and Damage Resistance. The RAF consists of an Armor Piercing Bonus (or Penalty), and a Resistance modifier.

Armor Piercing Bonus: [(1.25)^(AP-AR)] This is applied whenever the AP of the weapon is larger than the AR of the target.

Armor Piercing Penalty: [(0.50)^(AR-AP)] This is applied whenever the AR of the target is larger than the AP of the weapon.

----------------------------------------------

One of the convenient things about the SWG combat engine is that the damage distribution seems to be even. If you have a weapon with the following stats: 100-200 Damage; 3.5 Speed; 15/20/25 HAM; AP: Heavy, then you will have Base Damage values of 150-300 for autofire, and the chances of you hitting for any particular damage value from 150-300 will be the same for all values. Your chance of hitting for 188 points of Base Damage is the same as your chance for hitting for 234 points of Base Damage, which is the same as your chance of hitting for 150 points, which is the same as your chance of hitting for 300 points, etc.

This is convenient because, with an even distribution, you can easily find out your Average Base Damage Per Shot. Specifically:
[(Weapon Min + Weapon Max)/2] * 1.5

So for our hypothetical weapon with damage 100-200, the Average Base Damage Per Shot is:
[(100 + 200)/2] * 1.5 = 225

Next we need to factor in Armor Piercing. This will give us the Average AP Damage Per Shot To factor in the Armor Piercing rating of the weapon, simply take the Average Base Damage Per Shot of the weapon and multiply it by [(1.25)^N], where N takes on a numerical rating based on the following:

0 = No AP
1 = Light AP
2 = Medium AP
3 = Heavy AP

This represents the "base case" where you're firing against a critter with no armor. Returning to our hypothetical weapon, the Average AP Damage Per Shot is:
[(100 + 200)/2] * 1.5 = 225
225
* (1.25)^3 = 439.5

With the Average AP Damage Per Shot in hand, one of the more obvious ways to compare weapons is via AP Damage Per Second.

And here's where it gets a little tricky.

Each weapon has a Base Weapon Speed. Our hypothetical 100-200 damage weapon has a Base Weapon Speed of 3.5. That means that, in autofire mode, and assuming reasonable latency conditions, the weapon will fire once every 3.5 seconds.

But.

Each specific weapon track has a corresponding "Speed" skill. If you train Novice Rifleman, you receive +5 Rifle Speed, +5 Pistol Speed, and +5 Carbine Speed. As you go up each track, your weapon specific Speed skill increases. By the time you reach the Novice level of one of the three specialized weapon professions (Novice Rifleman, Novice Pistoleer, or Novice Carbineer), your Speed skill for your specific weapon will be +30. (And if you're a Master Marksman as well, it'll be +35.)

This is important because your Actual Firing Rate is affected by your Weapon Speed skill thusly:
(Base Weapon Speed) * [1 - (Weapon Speed Skill/100)]

This means (among other things) that you can't calculate an AP Damage Per Second rating simply by dividing Average AP Damage Per Shot by the Base Weapon Speed.

Fortunately, however, the purpose of this exercise is NOT to calculate Damage Per Second. Remember: We're just looking for a number we can use to compare weapon effectiveness. And, as it turns out, dividing Average AP Damage Per Shot by the Base Weapon Speed will -- with one particularly crucial caveat which I will detail below -- give us a very useful number for weapon comparison. I call this number the Effectiveness Rating. The complete formula for the Effectiveness Rating is:

Effectiveness Rating ={[(Min + Max)/2] * (1.5) * (1.25)^N}/Base Weapon Speed

Crucial Caveat(tm): There is a 1.0 second speed cap on all weapons. This means that for many weapons, there will come a point where you are shooting that weapon as fast as you will ever shoot it, and no amount of Speed skill increase will allow you to fire any faster. At that point, other weapons which have a lower Effectiveness Rating will slowly become more effective, relative to the weapon at the 1.0 speed cap, and may even surpass the original weapon's effectiveness with increased Weapon Speed Skill.

To illustrate this point, compare two hypothetical weapons: a 150-250 damage, 1.3 speed weapon with no armor piercing, and a 150-400 damage, 5.0 speed weapon, also with no armor piercing.

The Effectiveness Rating for the first weapon is:
{[(150+250)/2] * 1.5}/1.3 = 230.8

The Effectiveness Rating for the second weapon is:
{[(150+400)/2] * 1.5}/5.0 = 82.5

According to this, the first weapon is clearly superior. It will throw out more damage in less time than the second weapon.

However, the first weapon will hit the 1.0 second speed cap when the user's Weapon Speed Skill hits 23.1. Which effectively means that the user will hit the cap when he trains his 4th box in the Marksman Weapon Track (i.e. Rifle Specialist, Pistol Specialist, Carbineer Specialist), since that would put his Weapon Speed Skill at +25. So once he's trained that 4th box, he's firing that weapon as fast as he's ever going to fire it. The adjusted Effectiveness Rating for the first weapon once it hits the 1.0 speed cap is:
{[(150+250)/2] * 1.5}/1.0 = 300

By contrast, the user of the 2nd weapon won't hit the 1.0 speed cap until she reaches a Weapon Speed Skill of +80. But at that point the adjusted Effectiveness Rating for the 2nd weapon will be:
{[(150+400)/2] * 1.5}/1.0 = 412.5

Note that at this point, the 2nd weapon is actually outperforming the 1st.

If you're curious, the performance of the 2nd weapon equalled the performance of the 1st weapon when the Weapon Speed Skill of the user of the 2nd weapon hit +72.5.

If you're REALLY curious, if you have two weapons, and the 1st weapon (A) has a higher Effectiveness Rating than the 2nd; and (B) is already at the 1.0 second speed cap, you can calculate the Weapon Speed Skill needed to make the performance of the 2nd weapon equal the performance of the first via the following formula:
Weapon Speed Skill = (100) * {1 - (Min2 + Max2)/[(Min1 + Max1) * Base Weapon Speed]}

where Min1 is the minimum listed damage for the 1st weapon, Min2 is the minimum listed damage for the 2nd weapon, etc., and where Base Weapon Speed is the speed of the 2nd weapon.

Anyhow, the upshot of all this fascinating math is this:

A weapon with a higher Effectiveness Rating will outperform a weapon with a lower Effectiveness Rating, provided:

1) The Armor Rating of the target critter is equal to or lower than the Armor Piercing Rating for both weapons.
2) The target critter is not vulnerable to the damage type of either weapon.
3) The Weapon Skill Speed is the same for both weapons.
4) The 1.0 second speed cap is not in effect for either weapon.

The weapon with the higher Effectiveness Rating MAY continue to outperform the weapon with the lower Effectiveness Rating even if one or more of these conditions aren't met. But if all four conditions are met, then the weapon with the higher Effectiveness Rating will always be the superior weapon.


This being the case, I will provide the Weapon Speed Skill at which the weapon hits the speed cap when I finally get around to actually comparing various weapons (which, at the rate that I'm going, will probably happen sometime in June 2011).

Finally, if we want to see how weapons compare with respect to firing special attacks (Overcharge Shot, Warning Shot, etc), we can divide the Effectiveness Rating by the HAM costs to get what I call the Volsted Rating. (I call it that because "HAM Effectivness Rating" and "Effectiveness HAM Rating" both sound dorky to me, and because I suck at coming up with names.)

Harking back to our initial hypothetical weapon, the one with the 100-200 damage and the 15/20/25 HAM costs, the Volsted Rating would be:

Effectiveness Rating: {[(100+200)/2] * 1.5 * (1.25)^3}/3.5 = 125.6
125.6/15 = 8.4
125.6/20 = 6.3
125.6/25 = 5.0
Volsted Rating: 8.4/6.3/5.0

 
 
 
 
 
 
 
 
 
 
 
 
 

Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999

10-16-2003 05:46 PM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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VolstedGridban
SWG Petty Officer
Posts: 879
Registered: 09-05-2003


PA: Intergalactic Planetary - Planetary Intergalactic
Server: Tempest

11 ratings - 5.0 average


And now, the punch line...

If you just got here by skipping over all the foregoing algebra, allow me to be among the first to welcome you to the rest of this post. Here's the payoff, where all of those calculations will come into play.

I have taken the stock list of one of the Weaponsmiths on my server (Tempest) and have calculated Effectiveness Ratings and Volsted Ratings for all of his listed weapons. The weapons on your server will almost certainly be different than these (unless you're also on Tempest), but in general they won't be MUCH different. So making a comparison between these weapons as a baseline will give you a rough idea of how your own weapons stack up.

Here is the Stock List I'm working from:
http://forums.station.sony.com/swg/board/message?board.id=Tempest&message.id=23018

For each listed ranged weapon which has an autofire mode, I will provide the Effectiveness Rating, the Volsted Rating, and the Weapon Speed Skill required to hit the 1.0 second speed cap.

Pistols

Scout Blaster; 60-122 Damage; 1.7 Speed; 11-22-11 HAM; AP: None
Effectiveness Rating: 80.3
Volsted Rating: 7.3/3.6/7.3
Hits Speed Cap at: +42


Advanced Scout Blaster; 74-145 Damage; 2.0 Speed; 11-22-11 HAM; AP: None
Effectiveness Rating: 82.1
Volsted Rating: 7.5/3.7/7.5
Hits Speed Cap at: +50


Advanced Power5 Pistol; 59-182 Damage; 2.8 Speed; 16-39-15 HAM; AP: None
Effectiveness Rating: 64.6
Volsted Rating: 4.0/1.7/4.3
Hits Speed Cap at: +65


Advanced FWG5 Pistol; 50-193 Damage; 2.2 Speed; 11-36-18 HAM; AP: None
Effectiveness Rating: 82.8
Volsted Rating: 7.5/2.3/4.6
Hits Speed Cap at: +55


Advanced Tangle Pistol; 44-101 Damage; 3.4 Speed; 14-29-23 HAM; AP: None
Effectiveness Rating: 40.0
Volsted Rating: 2.3/1.1/1.4
Hits Speed Cap at: +71


DX2 Pistol; 82-129 Damage; 2.4 Speed; 22-40-14 HAM; AP: Light
Effectiveness Rating: 82.4
Volsted Rating: 3.7/2.1/5.9
Hits Speed Cap at: +59


Advanced Launcher Pistol; 65-235 Damage; 2.5 Speed; 17-51-17 HAM; AP: None
Effectiveness Rating: 90.0
Volsted Rating: 5.3/1.8/5.3
Hits Speed Cap at: +60


Advanced Scatter Pistol; 114-182 Damage; 2.1 Speed; 17-51-18 HAM; AP: Light
Effectiveness Rating: 132.1
Volsted Rating: 7.8/2.6/7.3
Hits Speed Cap at: +53



Carbines

DH-17 Short Carbine; 60-150 Damage; 2.8 Speed; 25-27-14 HAM; AP: None
Effectiveness Rating: 56.3
Volsted Rating: 2.3/2.1/4.0
Hits Speed Cap at: +65


E11 Carbine; 60-127 Damage; 2.6 Speed; 29-36-17 HAM; AP: Light
Effectiveness Rating: 67.4
Volsted Rating: 2.3/1.9/4.0
Hits Speed Cap at: +62


Advanced Laser Carbine; 38-264 Damage; 3.7 Speed; 28-45-22 HAM; AP: Medium
Effectiveness Rating: 95.7
Volsted Rating: 3.4/2.1/4.3
Hits Speed Cap at: +73


Advanced EE3 Carbine; 80-186 Damage; 2.9 Speed; 38-32-17 HAM; AP: None
Effectiveness Rating: 68.8
Volsted Rating: 1.8/2.1/4.0
Hits Speed Cap at: +66


DXR6 Carbine; 97-149 Damage; 3.9 Speed; 27-48-20 HAM; AP: Light
Effectiveness Rating: 59.1
Volsted Rating: 2.2/1.2/3.0
Hits Speed Cap at: +75


Advanced Elite Carbine; 104-182 Damage; 3.5 Speed; 28-45-22 HAM; AP: Light
Effectiveness Rating: 76.6
Volsted Rating: 2.7/1.7/3.5
Hits Speed Cap at: +72



Rifles

Laser Rifle; 29-376 Damage; 5.7 Speed; 14-22-59 HAM; AP: Medium
Effectiveness Rating: 83.3
Volsted Rating: 5.9/3.8/1.4
Hits Speed Cap at: +83


SG-82 Rifle; 104-166 Damage; 5.6 Speed; 25-22-42 HAM; AP: None
Effectiveness Rating: 36.2
Volsted Rating: 1.4/1.6/0.9
Hits Speed Cap at: +83


Advanced E11 Rifle; 91-174 Damage; 4.7 Speed; 13-23-36 HAM; AP: Medium
Effectiveness Rating: 66.1
Volsted Rating: 5.5/2.9/1.8
Hits Speed Cap at: +79


Jawa Ion Rifle; 100-181 Damage; 6.2 Speed; 14-29-46 HAM; AP: Light
Effectiveness Rating: 42.5
Volsted Rating: 3.0/1.5/0.9
Hits Speed Cap at: +84


T21 Rifle; 118-333 Damage; 7.2 Speed; 40-33-75 HAM; AP: Heavy
Effectiveness Rating: 91.8
Volsted Rating: 2.3/2.8/1.2
Hits Speed Cap at: +87



Heavy Weapons

Flamethrower; 422-810 Damage; 4.7 Speed; 75-17-17 HAM; AP: None
Effectiveness Rating: 196.6
Volsted Rating: 2.6/11.6/11.6
Hits Speed Cap at: N/A (so far as I'm aware)



Disclaimers

I'm human, so I may have made a math error here or there. I may even (despite the claim of the thread subject) have made some fundamentally flawed assumptions. I don't think I have, but that's why I posted all of the steps and reasons in my methodology. If I've made any errors in math or in reasoning, everything is right there, open to inspection, for someone smarter than me to come along and say "You got this bit wrong here..."

I'm also a little suspicious about the "Hits Speed Cap at:" entries. Nothing I can put my finger on. Just a hunch. But the math is valid, assuming the speed formula I saw was correct.

Finally, keep in mind that these numbers don't tell the whole story. There are several factors that I did not (and cannot) take into account, such as the 2.5x melee damage penalty for Rifles and Heavy Weapons.

Anyhow, hope this message proves to be useful to some non-trivial segment of the playerbase.

Volsted Gridban
4/4/4/0 Ranger, Master Rifleman,
Surveyor of planetary resources. Purveyor of animal resources.
Author of Volsted's Weapon Analysis Guide, Volsted's Power Fishing Guide,
and Volsted's Animal Resource Guide

Draining MMORPG combat mechanics through the Mighty Sieve of Mathematics since 1999

10-16-2003 05:48 PM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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Berdelsan
Pilot
Posts: 1373
Registered: 12-12-2003


PA: ~SarDuKar~
Server: Chimaera


Very nice! Just what we needed! I only miss the Republican Blaster in there

     Eotas                     Berdel
Dark Jedi Knight                Loot Hunter
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01-13-2004 12:06 AM   Report Abuse to a Moderator
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Jinxx0r
Wing Commander
Posts: 1523
Registered: 06-26-2003


Server: Intrepid

1 rating - 5.0 average


lol, republican blaster... would that be howard dean?

"I mastered 23 professions and all I got was this lousy force slot..."

Dark Jedi in training...

01-13-2004 10:10 PM   Report Abuse to a Moderator
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Tarnak_Archvold
Squadron Leader
Posts: 1080
Registered: 09-11-2003


PA: Galactic Enterprises
Server: Chimaera


A nice peace of work Volste. I red the entire work, even all that "Math Geekery (tm)" stuff :). Though I had hoped for more advanced math.
However I have a few questions.
Why do you not include the "to hit" modifier on the guns? I would think that even a master miss sometimes, thus a higher "range" stats on a gun would make it better.
I my current main character I a Master Weaponsmith, and while I am new to the craft and have not yet acquired the uber resources to make the very best weapons, I have still noticed one surprising think.
The DH17 Pistol can be made almost as good as the Scout Blaster.
Let me give you some numbers.
Scout Blaster: Speed 2.0, Dmg 52-112, ham 31 43 31, Range mod +18 +37 -90
DH17 Pistol: Speed 2.1, Dmg 73-111, ham 44 63 35, Range mod -1 +45 -60
Both is with advances scopes as ham use is not such a big problem to Pistoleer's.
The SR Combat Pistol should not be overlooked either, as it is also AP:1. Though I Still lack a vital resource for that and as such had not had a chance to get to know it better.
01-14-2004 12:57 PM   Report Abuse to a Moderator
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DarkFloyd
Squadron Leader
Posts: 1027
Registered: 09-09-2003


PA: Imperial Galactic Reserves
Server: Tempest




Jinxx0r wrote:
lol, republican blaster... would that be howard dean?


Kyyran Evagg'orr on Chilastra
Master Scout/ Master Ranger/ Rifleman
Official Rifleman's Motto: Of all the things I've lost, I miss my mind the most.

Nokkata on Tempest: Aspiring Wookie Commando

PNokkata- Evil Wookiee Padawan/ TKM/ Fencer
Chameleo- Master Doctor/ Swordsman
IGR (Imperial Galactic Reserves)- Sin City Too, Dantooine

01-17-2004 09:18 AM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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The_Great_Destroyer
Blue Glowie
Posts: 4765
Registered: 07-08-2003


Server: Eclipse


Hehe gotta love necroposters. This thread was made back in October It's still very relevant though, and Volsted still lurks around the Rifleman forums if you'd like to see more of his excellent work.

As for the Republican Blaster, Limbaugh grenades have also been suggested...





Aut viam inveniam aut faciam




01-20-2004 10:14 PM   Report Abuse to a Moderator
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Matsubaa
Wing Commander
Posts: 684
Registered: 07-03-2003


PA: Daring Brigands
Server: Starsider


This is disappointing. I ran the numbers and in order for any of my guns to be more effective than my laser carbine, my target has to be at *least* 45% resistant to energy and that's without being concerned with the speed skillmod.

When stuff hits their caps, I imagine it'll only be more pronounced.

Give me a shadowed forest into which I might disappear.
Give me a terrible foe and stack the odds against me.
Give me friends and creatures with whom I can share my adventures, my losses and my gains.
Let the gales blow and the world be torn asunder but don't make me stand alone against the tempest.

01-21-2004 02:39 PM   Report Abuse to a Moderator
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feliks
SWG Crewman
Posts: 91
Registered: 11-04-2003


Server: Kauri


what about spray sticks. and do my knolege a Dh17 snub nose is a peace of crap.( a noob wont hit the side of a barn with it wouldn't suprise me if it gave carbines a bad rap) it has identical stats to a dh17 only a much worse range penlty. what about the other 5 or so pistols. why no LLC ASid riffle.
01-22-2004 04:08 PM   Report Abuse to a Moderator
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Whitewolf_uk
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Posts: 8
Registered: 11-26-2003


PA: whitewolf (ROG)
Server: Gorath


wow....i mean WOW thats some good work there chief but how the hell did you come up with all that math stuff and how did i understand it?!?!?!?
 
and is there neway u could shortern it so its more practical that way i could use it to compare it to wepons onsale in my galaxie

| ------- Insert funny / witty comment here ------- |

01-25-2004 07:23 PM   Report Abuse to a Moderator
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FinMaster
SWG Petty Officer
Posts: 44
Registered: 08-06-2003


Server: Starsider


ok, I know it doesn't sound simpler to have 4 equations instead of one, but when you are trying to do it on the fly and in your head, I think you might find it easier to remember and use the following.  For any given weapon that has the same armor piercing class, the base damage modifier and the 1.25 to the Nth armor piercing factor number can be reduced to a constant, shown in the table below.

AP Table where v is a simplified constant based on the Armor Piercing value times the base damage modifier

Armor Piercing | v constant | Comments for working in your head

                 none: v=1.5                   (one and a half)

                  light: v=1.875              (one and 7/8th) (I'm betting you could call this 2 and srill be darn close)

            medium: v=2.34375         (two and a third)

                heavy: v=2.9296875    (call it 3)

 

 

That value gets plugged into this formula:

(min+max)

--------------    x  v   = Effectiveness Rating

2(spd)

 
or --The Effectiveness rating is rhe total of the minimum and maxium damage, divided by double the speed, time the AP constant for the type of armor piercng the weapon does--
 
for example, my new laser rifle has :
min=81, max=442, spd=6.3, medium armor piercing
 
So I add in my head, lets see, 80 plus 40 is 120 plus 3 is 123, plus 400 is 523 (yes, this is really how I add in my head)
and double the speed is 12.6. ugh, I can't devide that! lets see 12.5 is close enough, now double top and bottom. 1046 divided by 25, lets see 4 25s in 100 so about 42. time two and a third. let see 84 plus 14...ah...96
 
so in my head, I come up with 96
by calculator its 96.505952381
 
pretty close for in my head
 
anyway it might or might not be easier
02-27-2004 04:56 AM   Report Abuse to a Moderator
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DarthOren
Community Elder
Posts: 252
Registered: 05-27-2004


Server: FarStar


[quote]

To illustrate this point, compare two hypothetical weapons: a 150-250 damage, 1.3 speed weapon with no armor piercing, and a 150-400 damage, 5.0 speed weapon, also with no armor piercing.

The Effectiveness Rating for the first weapon is:
{[(150+250)/2] * 1.5}/1.3 = 230.8

The Effectiveness Rating for the second weapon is:
{[(150+400)/2] * 1.5}/5.0 = 82.5

[/quote]

There's a problem here. The description above says the weapons don't have AP, but the calculations are for weapons with light AP.

[quote]


[(1.25)^N], where N takes on a numerical rating based on the following:

0 = No AP
1 = Light AP
2 = Medium AP
3 = Heavy AP


[/quote]


No AP ==>  [(1.25)^ 0] = 1

Therefore:

The Effectiveness Rating for the first weapon is:
{[(150+250)/2] * 1}/1.3 = 153.8
The Effectiveness Rating for the second weapon is:
{[(150+400)/2] * 1}/5.0 = 55

Darth Oren

P.S. Very useful comparison guide! Thanks!

06-07-2004 05:32 AM   Report Abuse to a Moderator
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cloudshaper
Squadron Leader
Posts: 898
Registered: 11-12-2003


Server: Intrepid


wow, that first post took me like forver to read lol, thanks for tha info

cloudshaper

06-22-2004 11:10 PM   Report Abuse to a Moderator
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KeithJedi
SWG Petty Officer
Posts: 94
Registered: 06-26-2003


Server: Starsider


Brilliant work! This is going to make it easier for me to choose the right weapon. Kudos to you for your math-ology.

KeithJedi / Ookarra, Starsider

07-06-2004 05:08 PM   Report Abuse to a Moderator
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Commando888
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Posts: 142
Registered: 03-17-2005


PA: Shadow Warriors
Server: Wanderhome


Nice job!
07-20-2004 07:40 AM   Report Abuse to a Moderator
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Dethcon
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PA: Sandbox -Rebel-
Server: Sunrunner


Great Post I am a bit surprised that you didn't mention anything about Ranged Damage Mitigation and how it affects the dmg output of the gun on opponets that you are fighting that have it.    I know when I first started getting damage mitigation I was like? what the heck does this do.

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08-31-2004 06:49 AM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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The_Great_Destroyer
Blue Glowie
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Heh check the date on the post. This was written months before they ever introduced damage mitigation. I'm not sure if Volsted even plays anymore





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08-31-2004 08:03 PM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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Dethcon
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Registered: 07-29-2003


PA: Sandbox -Rebel-
Server: Sunrunner


lol my bad.. I am not used to this slow forum in here

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09-01-2004 07:36 AM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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Baart
SWG Petty Officer
Posts: 298
Registered: 09-10-2003





DarthOren wrote:

[quote]

To illustrate this point, compare two hypothetical weapons: a 150-250 damage, 1.3 speed weapon with no armor piercing, and a 150-400 damage, 5.0 speed weapon, also with no armor piercing.

The Effectiveness Rating for the first weapon is:
{[(150+250)/2] * 1.5}/1.3 = 230.8

The Effectiveness Rating for the second weapon is:
{[(150+400)/2] * 1.5}/5.0 = 82.5

[/quote]

There's a problem here. The description above says the weapons don't have AP, but the calculations are for weapons with light AP.

[quote]


[(1.25)^N], where N takes on a numerical rating based on the following:

0 = No AP
1 = Light AP
2 = Medium AP
3 = Heavy AP


[/quote]


No AP ==>  [(1.25)^ 0] = 1

Therefore:

The Effectiveness Rating for the first weapon is:
{[(150+250)/2] * 1}/1.3 = 153.8
The Effectiveness Rating for the second weapon is:
{[(150+400)/2] * 1}/5.0 = 55

Darth Oren

P.S. Very useful comparison guide! Thanks!



Actually according to the way I reading it the 1.5 is multiplied by the average of the weapons stated min-max damage.  So then if you made that an AP1 weapon it would do about 288 vice 230.  Somewhere in the beginning of his post he stated that your autofire damage actually works out to 1.5 times the average.  Did anyone else intrepet this the way  I did?  Maybe I misunderstood.
09-17-2004 06:13 AM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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snake76834457
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Registered: 09-09-2004



Dam lol. thx for the info
 
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09-29-2004 03:33 PM   Report Abuse to a Moderator
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Re: An in-depth weapon comparison (New! Improved! Now with 87% fewer flawed assumptions!)
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Lord-Lee
Contributor
Posts: 17
Registered: 09-28-2004




let see 84 plus 14...ah...96


Hehe correct me if im wrong but isnt

   84 

+ 14

-------

  98

 

instead of 96?

 

just checkin'

09-30-2004 03:27 PM   Report Abuse to a Moderator
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Excel Calculator   [ Edited ]
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Aden_Nak
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PA: Parsec Enterprises
Server: Eclipse


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

Message Edited by Aden_Nak on 12-01-2004 01:12 PM

Esparta Crane
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12-01-2004 10:11 AM   Report Abuse to a Moderator
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The_Great_Destroyer
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Technically, once you have 100 speed in any category you can do any special at once per second regardless of speed of the weapon. Of course, since most weapons' speed are relatively low (under 10), this never becomes a factor and most will cap from 90ish-98ish.





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12-01-2004 05:50 PM   Report Abuse to a Moderator
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Re: Excel Calculator
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HydrAG
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Server: Kauri


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

TBN, Kauri

12-02-2004 09:46 AM   Report Abuse to a Moderator
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Aden_Nak
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Hydra, yes, that helps quite a bit. Cool!

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12-02-2004 10:19 AM   Report Abuse to a Moderator
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