Info: Cyrene's TT stuff pics and info (56k warning)

Angel O2 Mercer

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I'll post here images for all the TT equipment available from Planet Cyrene, I've done the fruit test to check decay on weapons and fap but I wont post pics of all the process. Here we go:


WEAPONS
Condition limit: 50%
Eco calculations are aproximated, I'm not entirely sure about them.

S.I. Psy-Sword

  • Decay: 1.920 pec
  • Dps: 2.2 dmg/sec
  • Eco: 2.890625 dmg/pec
  • Total Uses: 390


S.I. Psy-Blade

  • Decay: 0.970 pec
  • Dps: 4.1 dmg/sec
  • Eco: 2.86082474 dmg/pec
  • Total Uses: 902


S.I. Combat Knife

  • Decay: 1.215 pec
  • Dps: 4.1875 dmg/sec
  • Eco: 2.85493827 dmg/pec
  • Total Uses: 412


S.I. HK110

  • Decay: 0.490 pec
  • Cost: 0.490 pec decay + 0.480 pec weapon cells = 0.97 pec
  • Dps: 3.35 dmg/sec
  • Eco: 2.86082474 dmg/pec
  • Total Uses: 392


S.I. Assault Pistol

  • Decay: 0.244 pec
  • Cost: 0.244 pec decay + 0.730 pec weapon cells = 0.974 pec
  • Dps: 4.15 dmg/sec
  • Eco: 2.84907598 dmg/pec
  • Total Uses: 612


S.I. Flamethrower

  • Decay: 0.610 pec
  • Cost: 0.610 pec decay + 0.600 pec blp pack = 1.21 pec
  • Dps: 5.1875 dmg/sec
  • Eco: 2.86673554 dmg/pec
  • Total Uses: 398




TOOLS

S.I. First Aid Pack

  • Decay: 5.000 pec
  • Hps: 6 heal/sec
  • Eco: 3.6 heal/pec
  • Total Uses: 175





ARMOR



















Enjoy =)
 
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Thanks for the info, some very interesting items there.

The thumbnail with the armor stats is glitched and redirects to a picture of the harness when clicked on.
 
Thanks for the info, some very interesting items there.

The thumbnail with the armor stats is glitched and redirects to a picture of the harness when clicked on.

Thank you, fixed that.

Also added dps, hps and eco parameters so you guys and girls don't have to use the calculator :D

Have fun =)
 
Your DPS and ECO are off by quite a bit.
The values work if you're going to compare weapons in this thread but if one were to use say EPs tool, then the values are completely off. (MaxDMG+MinDMG)/2 does not produce a realistic average damage and neither is it a good basis for ECO.
 
How should I make it? I thought that was the formula tbh.

Can you give me a link to that tool or a thread where that's explained please?

Thanks
 
How should I make it? I thought that was the formula tbh.

Can you give me a link to that tool or a thread where that's explained please?

Thanks

((Max + Min)/2 * 0.9)
This is the formula for effective damage that I've learned.
It's Average Damage multiplied by Hit rate.
 
Right, I didn't think about hit/miss ratio at all.

My bad I'll fix them asap.

EDIT: Alright, I fixed the maths. Still don't take them too seriously or anything :D I tried...
 
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S.I. First Aid Pack

  • Decay: 5.000 pec
  • Hps: 6 heal/sec
  • Eco: 3.6 heal/pec

Are you sure the decay is correct? It looks nice, but the stats are horrible...

Don't plan to go there anytime soon (for sure not before all the bugs are gone), so if anyone could bring a bunch of that stuff to calypso, i'd buy some (well, at least the psy blade, psy sword and one of those fancy flame throwers) for, dunno, TT+1?
 
The "new-school" eco numbers that take into account the effective damage are:

S.I. Psy-Sword 2.890625
S.I. Psy-Blade 2.86082474
S.I. Combat Knife 2.85493827
S.I. HK110 2.86082474
S.I. Assault Pistol 2.84907598
S.I. Flamethrower 2.86673554
 
((Max + Min)/2 * 0.9)
This is the formula for effective damage that I've learned.
It's Average Damage multiplied by Hit rate.

This is the formula for effective damage used by Entropedia:
Entropedia said:
Effective damage is the damage you do when taking average damage and hit rate in account, so for not-maxed weapon it's:

Effective damage = Average damage * Hit rate

Or, more precisely:

Effective damage = ((Minimal damage + Maximal damage) / 2) * (80 + Hit ability * 1.25)

For a maxed weapon, the average damage is 75% of the maximal damage, and you will hit 92.5% of the time. So to calculate the effective damage for a maxed weapon:

Effective damage = Maximal damage * 0.75 * 0.925
 
Thanks for pictures and decay tests.

These little weapons may be excellent for the Puny missions on Caly, where smaller Dmg TT weapons are not as eco (M2100) or are L.

Please bring some hundreds back. :)
 
The flamethrower is awesome fun to use!
 
damn, those items are awesome.. perfect for grinding puny mobs, but seriously that fap absolutely sucks, especially for a newcomer. And that armor is useless (only for looks). Don't get why they add so many descent weapons for low lvls, but add that shitty armor/fap.
 
Yeah, the 50% condition limit is a bit :mad: but the items in general are ;)

The fap is just
attachment.php


PS: Love the flamethrower !
 
Already +repped OP for doing fruit test up front. A lot of the older tt weapons from other planets still hadn't been tested a few weeks ago when i came back, which is a shame because they turn out to be really good eco...

I was thinking that the tt armor there may be useful. If the mobs there are more of the elemental type damage, it would be somewhat like pixie.
 
Makes a good plate-carrier too.

Yeah but, knowing the way armor and plate decay work, i've never had need for a "plate carrier". :p

You get little advantage over just wearing armor with the same protection...
 
...
S.I. HK110

  • Decay: 0.490 pec
  • Cost: 0.490 pec decay + 0.480 pec weapon cells = 0.97 pec
  • Dps: 3.35 dmg/sec
  • Eco: 2.86082474 dmg/pec
  • Total Uses: 392
...


Stats have been adjusted in VU 12.6.1 (2012-05-09).

Instead of:
- Decay: 0.49
- Ammo: 0.48
- Total: 0.97

We now have:
- Decay: 0.34
- Ammo: 0.63
- Total: 0.97

Eco does'nt change, but now it can burn 3.57 PED ammo instead of 1.88 PED. :silly2:

Decay test after 10 shots from a 10 PED Ammo stack:


https://www.planetcalypsoforum.com/gallery/files/3/9/4/3/9/399.jpg
https://www.planetcalypsoforum.com/gallery/files/3/9/4/3/9/400.jpg
 
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Any reason why they changed all this stuff? these weapons didn't look unbalanced at all to me.
 
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