Author Topic: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)  (Read 810 times)

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Offline Hiruma Kai

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0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« on: November 09, 2011, 06:33:03 AM »
For all those who like numbers, I've re-run my python parsing script on the latest 0.5.3 GameData.pak file (after unzipping it).

The resulting spreadsheets can be found at google docs at the following links:
Vehicles link
Weapons link

I had to modify the script slightly due to ATM fire type changing from name=Burst to name=Standard, type=Burst.

I've attached the python parsing script at the end of this post.  Just rename it from .txt to its base .py and run it in your python evaluator of choice.  It needs to be run from a directory that has the GameData unpacked underneath it.  Feel free to look at the code and modify it if you want.

Edit:  As noted in this thread, there was an error with the script with damage fall off.  This has been fixed (both Heavy Gauss missing it and calculations involved in the vehicle damage range tables).

Edit:  There was a request for armor by section.  I had done this before, but apparently updated the wrong version of the script to 0.5.3.  Having remerged the two branches, I've now attached the new and improved script (which also includes damage per ton of ammo plus armor by section).
« Last Edit: December 04, 2011, 06:08:32 PM by Hiruma Kai »

Offline thEClaw

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #1 on: November 09, 2011, 07:32:57 AM »
Thanks for the update and this very handy piece of work. I had already used the old version of your script (always the first thing I do after updating). It seemed to work, but it's nice of you to update it. Now I want to see what the differences in the output files are :P.
Read out weapons/vehicle stats (by Hiruma Kai)
Drop Calculator (by Snyp3r)
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Offline (TLL) Heretic

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #2 on: November 09, 2011, 11:19:36 AM »
Interesting, but 1 question, how do you achieve the "Estimated DPS vs Mech"  from the "Raw Max DPS" figures?

Was looking for example at the LB-20X  271/271 (Raw/Estimate), CERLBL 115/115 and RAC2 309/191 for my 0.5.3 RAC2 thread but I can't follow your numbers  :-[


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Online Spooky

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #3 on: November 09, 2011, 11:35:37 AM »
Interesting, but 1 question, how do you achieve the "Estimated DPS vs Mech"  from the "Raw Max DPS" figures?

Was looking for example at the LB-20X  271/271 (Raw/Estimate), CERLBL 115/115 and RAC2 309/191 for my 0.5.3 RAC2 thread but I can't follow your numbers  :-[

I guess the first number is during continuous firing over a short period of time, while the second number includes the pause to prevent jamming.

Offline (TLL) Heretic

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #4 on: November 09, 2011, 11:47:21 AM »
Interesting, but 1 question, how do you achieve the "Estimated DPS vs Mech"  from the "Raw Max DPS" figures?

Was looking for example at the LB-20X  271/271 (Raw/Estimate), CERLBL 115/115 and RAC2 309/191 for my 0.5.3 RAC2 thread but I can't follow your numbers  :-[

I guess the first number is during continuous firing over a short period of time, while the second number includes the pause to prevent jamming.

It's not that easy though, the Raw Max DPS column I get, an estimate for the CERLBL I get, but the 20X and RAC2 both have spread at different ranges.  I am assuming the RAC spin-up and cool-down time is factored in it's Max DPS column, and that Max DPS was done point blank....in which case most ACs (not LBX) get a significant boost in DPS at <100m (was added many patches ago) so the figures are confusing without notes explanaining individual exceptions etc.

If the Estimate was conducted at the weapons listed range then maybe it would make more sense, but then again the 20X is listed at 271/271 so there's no loss of firepower from spread there.


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Online Spooky

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #5 on: November 09, 2011, 11:53:30 AM »
Well, I thought the Raw column represented the theoretical DPS at close range without spin-up and cooldown, while the estimate includes spin-up and cooldown. // edit: although, yeah it can't be that simple. No idea what the estimate is then :).

There is a damage boost for ACs at close ranges? Never heard of that.

Offline Come and See

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #6 on: November 09, 2011, 02:25:41 PM »
APC has c3 now? :o

There's no damage boost with AC's at close range. It's dps degrades over distance (with most weapons as well).

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #7 on: November 09, 2011, 02:45:17 PM »
Yeah, that I know of and is reflected in the data as well.

Offline Hiruma Kai

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #8 on: November 09, 2011, 02:59:36 PM »
The Raw Max DPS is ignoring vehicle/mech damage modifiers.  If all damage types were equally effective with a multiplier of 1.0, then the Raw Max DPS column is what you would expect.  However this is not the case.  For example, AC2's do more damage to Aerospace than to Heavy 'Mechs because they are light kinetic damage. 

The estimated 'Mech DPS uses the IS_Owens_Mech damage modifiers, while the Aero column uses a IS_Shiva. 

I also should take a look and see if the script handles the new damage location for tanks right.

As for firing calculations, I simply assume maximum fire rate without overheating.  I.e. you fire until your heat is just below maximum, and then wait for it to cool off sufficiently to fire again without overheating.  This means you can have a higher DPS initially for weapons that overheat, but in the long run in a sustained combat encounter, that is what DPS you should find the weapon approaching.

Offline ELH_Vivicector

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #9 on: November 09, 2011, 03:18:58 PM »
Thank you so much for it!

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #10 on: November 09, 2011, 05:39:19 PM »
AWWWW numbers there's so many :3
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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #11 on: November 09, 2011, 06:50:21 PM »
Thanks for the update Hiruma Kai :D much appreciated, now to transfer those to the wiki :-X


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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #12 on: November 09, 2011, 10:02:29 PM »
The Wiki's been up to date for a while now, considering none of this has changed in forever...only thing that would need updating is the values of external armor vs. hull on tanks, and the new values for arms and side torsos for the Cougar and Uziel.  Well, actually, the Demo has about 5k more armor in total, and the Morrigu has anywhere from 3k to 8k more, depending on the variant.

Offline cowcaster

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #13 on: November 09, 2011, 11:26:27 PM »
So wait, does the heavy gauss have damage drop from 450m to 700m like the wiki says? There's no values for damage drop per meter and damage drop min distance in the table.

Offline Hiruma Kai

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Re: 0.5.3 Weapons/Vehicle Stats (Damage, Armor, etc)
« Reply #14 on: November 10, 2011, 02:37:14 AM »
The Heavy Gauss missing its damage is a bug in the script.  I apparently didn't include the damage drop off addition for parsing firemode Single.

There's the distinct possibility there are other errors in it, given its the product of a single coder, with no QA department. :)

Anways, the damage drop off is definitely there in the xml and in game.  Currently fixing my script and will update the docs and parsing script as soon as I've finished debugging.

Edit:
Heavy Gauss missing fall off has been fixed.  However, the large fall of lead me to another bug in the range tables for fall off weapons.  This has been fixed as well.  I make no guarantees that there are no other bugs however.
« Last Edit: November 10, 2011, 03:20:42 AM by Hiruma Kai »