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# WEAPON DAMAGE: Base weapon damage x 1% for every point of firearms skill.

## Things that influence this damage:

- Mag mods (% applies ONLY TO WEAPONS NOT SKILL)
- Gloves (% applies TO TOTAL DAMAGE DONE)
Rule of thumb:
Weapon DMG: (Base weapon dmg x Firearms stat [1%per 1 point of skill])
+ (Base weapon dmg x % weapon increase) + (+weapon dmg) = Per bullet
DMG.
THE PER BULLET DMG IS USED FOR ALL CALULATIONS (crits/hs).
HOW CRITS WORK: Crits are RANDOM, non-location based attack bonuses.
Rule of thumb:
CRIT DMG: (Crit Strike %) x (Crit strike DMG) x (Per Bullet DMG)
HOW ACCURACY VALUES WORK: Accuracy values are a combination of ADS and HIPFIRE accuracy. Accuracy values are used in HS DAMAGE calculations. Why do I see
a DPS increase when my accuracy goes up?! Game has a baked in secret
coefficient that raises DPS by being involved in HS DAMAGE calculations. This is an
EXTREMELY misleading stat that needs to be parsed from DPS calculations due to
the nature of widely varying player ability to perform headshots.
HOW HEADSHOTS WORK: HSs are SEPARATE from CRITS in that a HS COULD or
COULD NOT be a crit.
Rule of thumb:
NON-CRIT HS DMG: (Accuracy AKA game calculated conversion to HS
chance) x (HS DMG bonus) x (Per Bullet DMG).
CRIT HS DMG: (Accuracy AKA game calculated conversion to HS chance)
x (HS DMG bonus) x (crit chance) x (Crit damage) x (Per Bullet DMG).
NOTE: To get a truer sense of DMG coming from the HS stat, Id say just do (HS
DMG bonus) x (Per Bullet DMG) for non-crits and x (HS DMG bonus) x (crit chance) x
(Crit damage) x (Per Bullet DMG) for crits.
HOW TO CALCULATE A CYCLE: A Cycle is going to be the time it takes your
weapon to blow through a mag and change to a fresh one.
Rule of thumb:
Cycle Time: (Mag Size/(RPM/60)) + (reload time)
HOW TO CALCULATE YOUR CHARACTER SHEET DPS:
Rule of all thumbs: ((Weapon DMG + Cirt DMG + HS DMG + Crit HS DMG) x
MAG SIZE) / Cycle Time

## Who cares? Im not a fucking scientist you fucking nerd!

DISCLAIMER: Only had limited amounts of time to play around with the spreadsheet
so this might not be 100% accurate (also because I have not seen absolutely end
game gear. Going to depend a lot on how high certain stats go).
TOP 10 stats for DPS (Assumes baked in HS % calc and EVERY round lands.
Discards secondary stats like stability, initial stability, horizontal, and optimal
range).
Note: This is what PvE wow nerds would be all over. This is spreadsheet food. This
is purely statistical and in no way reflects actual combat conditions.
1.
2.
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4.
5.

% Weapon Damage
Magazine Size
Gun type +DMG from gloves
Crit Hit Chance
Crit Hit Damage (NOTE: Better scaling at end game as it is multiplicative not
6. Headshot Damage (If you are marksman, this is MUCH better for you)
7. Rate of Fire (NOTE: Better scaling at end game as it is multiplicative not
9. Accuracy
10.Hip Fire Accuracy
TOP 10 stats for People who actually play the game, according to Nick:
Assuming a Riflemans role: Strives for highest numerical sustained damage
without regard for aiming for HSs.
1. Crit Hit Damage
2. Crit Hit Chance
3. % Weapon Damage
4. Magazine Size
5. Rate of Fire
8. Gun Type +DMG from gloves
9. Accuracy
10.Hip Fire Accuracy
Assuming a DM role: Strives for the highest numerical damage on sustained
1.
2.
3.
4.
5.

## Crit Hit Damage

Crit Hit Chance
% Weapon Damage
Gun Type +DMG from gloves

6. Rate of Fire
8. Magazine Size
9. Accuracy
10.Hip Fire Accuracy
Assuming a Rush/Flankers role (SMG/Shotgun ONLY): Strives for highest numerical
damage in shortest possible time. This will carry over to PVP easily.
1. Crit Hit Damage
2. Crit Hit Chance
3. Rate of Fire
4. Magazine Size
5. Gun type +DMG from gloves
6. % Weapon Damage