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Graph Type:
Damage Simple TTK
Damage / Mag
Ideal Damage/sec
Shooter Skill: 100%
<#>
HVA speed increase: 1%
<#>
SPA speed decrease: 1%
<#>
Target:
Kinetic Armor:
Composite Armor:
Composite Armor:
Nanoweave Armor:
Shield:
Cloak:
Choose Weapons:
+ Add Clear
Manticore[Click to remove]
020406080100120140160Meters012345678TTK (secs)
Planetside 2 Weapon Analysis Tool - v0.61
How to use
Choose a target class and equipment (Kinetic Armor for MAX suits,
Nanoweave Armor for everything else) then select one or more guns
(highlight the weapon name then press Add, or just double-click) to
generate the selected graph type (damage, DPM, DPS, or time to kill) as
a function of distance.
You can filter the weapon list by choosing empire and/or weapon type.
Mouse over a chosen weapon at the left to bring its line to the forefront.
As of v0.6 you may choose Simple TTK as a graph type. This is a
simplistic model of the minimum time to kill from the moment you start
firing a weapon, assuming the weapon is automatic and your accuracy rate
is as indicated. Some parameters to this graph type must be chosen by
you, using the sliders provided when Simple TTK is chosen as the graph
type. This model calculates time to kill as a function of multiple
factors: the distance (D) and shooter's skill (S); the target's health
(H) and damage reduction (DR); the weapon's single bullet damage (M),
projectile velocity (V), refire time (R), long reload (LR), and clip
size (C):

BTK = ?H / ((M ? (1 - DR)) ? S)?


CTK = BTK / C;
TTK = (D / V) ? ?CTK? + ((BTK - ?CTK?) ? R) + (?CTK? ? LR)
Shooter's skill is configurable using the provided slider; typical
values are in the neighborhood of 10-30%. You might consider looking up
your own actual accuracy stats <http://players.planetside2.com/>, but if
you tend to fire a lot of rounds at nothing when killing time, these may
not be as high as they should be. Since the adjustment to projectile
velocity for high velocity and soft point ammunition types is not known,
you may select a desired value to use. In practice these projectile
velocity adjustments have little effect on TTK.
As of v0.2 you may choose ideal damage/sec as an alternate graph type,
which is just the ROF times the damage divided by 60 (because ROF is in
rounds per minute). */Ideal DPS bears little relation to actual DPS/*.
It's the steady state damage output of the gun if you never miss and
have an infinite magazine.
For damage graphs, the Y axis is labeled with the 'knee points' where
the number of hits needed to kill the target change: a value like 167
[6] means that 6 hits at 167 damage each will deal 1002 damage, which
will (just barely) kill a standard infantry soldier. All damage values
between grid lines have the same BTK as the lower gridline -- that is, a
grid line represents the minimum damage required to achieve the BTK
number indicated.
A weapon is missing!
If the source data doesn't contain a minimum damage for a weapon then it
can't be reliably graphed, because you need two points to determine a
line. If you want to help me do some in-game testing to rectify that,
drop me a line.
Damage Model
The data used to generate the charts is Janitor's spreadsheet
<https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanF
qSUVxLWc&f=true&noheader=false>.
The source data is a combination of game file analysis and in-game
testing. Not all game mechanics are 100% understood, but this model uses
the following parameters:
1. Weapons have a max damage and a min damage with accompanying range
for each, and weapon damage decreases linearly according to the
range between those two endpoints. For example, the TRAC-5 decreases
from 143 at 10m to 112 at 65m.
2. All classes have 500 health and 500 shields, except for Infiltrators
which have only 400 shields and MAXes which have 2000 health and no
shields. Nanoweave armor increases the wearer's health by
10/12.5/15/20/25%. For Heavy Assault classes, according to
Megawatt's spreadsheet
<https://docs.google.com/spreadsheet/ccc?key=0Ao2sGqpRdtcDdEpSM1llZEtOU1BGSj
VLaGQxMUJHNXc#gid=2>^1
, Nanite Mesh Generator and Adrenaline Shield provide 50 points per
bar while Resist Shield provides 45% damage reduction. This model
assumes 700 additional health^2 for NMG/Adrenaline, and 45% DR for

Resist.
3. MAX suits have a baseline small arms damage reduction of 80%. Each
level of Kinetic armor increases this resistance by 1%.
4. Soft Point Ammunition increases the range of the maximal weapon
damage by 5m. It also reduces the bullet velocity (by an unknown
amount) but this effect does not change the model output. This has
not yet been extensively tested in-game.
5. High Velocity Ammunition increases the range at which minimal weapon
damage is reached by 10m. It also increases both projectile velocity
and vertical recoil, but neither of these affects the current damage
model.
6. ESFs have 2500 health and a 80% small arms damage reduction rate,
according to my in-game testing^3 . Composite Armor raises this rate
by 4/6/8/10%.
7. Flashes have 7500 health and 0% small arms damage reduction.
Composite armor adds 20/30/40/50% damage reduction.
*/There is more to weapon effectiveness than damage!/* All kinds of
things factor into the usefulness of each weapon in Planetside 2, not
just the damage it deals. Most weapons are in some sense sidegrades to
the starter weapon of their type, meaning the variation is never
night-and-day. No one weapon is best for every situation. Each weapon
will be slightly more or less suited to different situations, and the
combination of attachments used will further adapt it to a particular
niche. Beyond damage dealt, you should factor in ROF, recoil, COF and
attachments when deciding which weapons you would like to spend your SC
or certs on.
Help! It doesn't work!
This tool uses d3.js <http://d3js.org>, which requires a modern browser
to work properly. Don't use Internet Explorer 8 or below. I like Chrome,
so that's what I primarily test in, but Firefox/Safari/Opera/IE9 should
all work too. If you encounter an error with one of these, please
contact me (contact info below).
Who's responsible for this?
[DRev] axiom80 <http://digirevgaming.enjin.com/profile/3399840> Axiom808 <https://players.planetside2.com/#!/5428029729499493425> @
Waterson. Message me on Enjin (<--first link) or the Planetside 2 forums
if you have some questions, fixes or suggestions.
Possible Changes/Additions to Come
* More levers to adjust the scenario -- shooter accuracy as a function
of distance, ADS vs hip fire, burst. Suggestions on how to model
these are welcome.
* More graph types: time to kill. Hard to model without making many
assumptions. Added in v0.6.
* ESFs as targets. Need to test these in-game to get health and damage
reduction data. Added in v0.3.
Changelog
* v0.61 - Added Nano-Armor Cloak modeling. Base DR is 25% per this

thread
<http://forums.station.sony.com/ps2/index.php?threads/nanoarmor-cloak-25-dam
age-reduction.56803/>.
Fixed Simple TTK to factor in reload time (assumes long reloads are
used).
* v0.6 - Added a simple TTK graph option.
* v0.52 - Internal tweaks to accommodate source data format changes,
and some minor bug fixes.
* v0.51 - Revised ESF damage reduction and health to match VR testing
in-game. ESFs are now modeled as having 2500 health and resisting
80% of the damage from small arms, rather than 3000 health and 75%
damage reduction.
* v0.5 - Added damage/mag.
* v0.4 - Tested SMGs and added estimation for tier-2 pistols. More
data updates are planned, but I only get so many trials in a day.
Also changed the DPS discussion to emphasize that it's not very
'realistic'.
* v0.3 - Added Heavy Assault shields and ESFs.
* v0.2 - Added support for zoom/pan and Dmg/sec graphs.
* v0.1 - First version: basic damage graphing.
-----------------------------------------------------------------------^1 See also the accompanying thread
<http://forums.station.sony.com/ps2/index.php?threads/shield-testing-complete-nm
g-adrenaline-resist-who-is-the-winner.59926>.
Megawatt's testing is from December 2012. If you know of more recent
test data, please share.
^2 Assumes 1 bar lost due to activation. A case can be made for assuming
2-3 bars lost (thus 650 or 600 additional health) due to the NMG
'ticking away' but the estimate used here is closer to a worst-case
scenario.
^3 Why yes, I'll show my work! *This analysis has changed since VR
training became available in GU04*.
A plain ESF can take 12,500 points of small arms damage: 88 shots from a
TR LC2 Lynx kills a Mosquito (88 x 143 = 12584); 63 shots from a NC6
Gauss Saw kills a Reaver (63 x 200 = 12,600); 88 shots from a VS Serpent
kills a Scythe (same as TR). This is /effective health/, which is some
combination of actual health and damage reduction. If H is the real
health of a target, and R its base damage reduction, then we have:
H = 12500 x (1 - R)
I did several tests in VR Training to determine the value for R, using
mostly Mosquitos with fast-ROF TR carbines and LMGs dealing 143 damage
at 10m and closer. Fast-firing weapons are best because they reduce the
amount of damage dealt to the ESF from fire, which skews calculation the
more it burns. Roughly speaking, you can fire twice as many rounds into
a Level 4 armor ESF as an unarmored ESF to reach the same point in its
health display, whether that point is blinking, red or dead. This
strongly suggests that the baseline damage reduction is 80% (because 90%
DR with Level 4 composite armor would essentially halve all damage
dealt, which explains needing twice the number of shots).
The 'blink point' (approximately 40% health gone) is reached at 37 shots
to an unarmored ESF and 74 with Level 4 composite armor. Using the
formula above we can solve for R:
37 ? 143 ? (1 - R) =~ H =~ 74 ? 143 ? (1 - (R + 0.1))
1 - R =~ 2 ? (0.9 - R)

R =~ 0.8
Again, R seems to be 0.8. Similarly, 88 rounds to an unarmored ESF is
the largest number of 143-damage rounds I could fire before the ESF was
dead. If R=0.8 that gives:
88 ? 143 ? 0.2 = 2516.8
This suggests the health of an ESF is likely 2500 points. That jibes
with the behavior of dumbfire rockets if we assign ESF damage reduction
against such rockets to be -45%:
1700 ? 1.45 = 2465
Nearly enough to kill an ESF, and fire will do the rest shortly after a
rocket strike. In-game testing shows that two 143-damage rounds
(effectively 57.2 damage after reduction) followed by a dumbfire rocket
results in instant ESF death (rather than fire causing the death), which
supports the hypothesis that ESFs have 2500 health.

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