Jimmy B
Indioni Jones
- Joined
- Dec 2, 2005
- Posts
- 12,256
- Location
- UK
- Society
- Skillin' Villains
- Avatar Name
- Oni
How good is my gun?
Introduction
Introduction
Well, after the nerfing of the Sollomate Opalo many of us have had to change weapons. It was my original plan to make use of my 12000 combined rifle+lwt skills and buy a big(ish) laser rifle and kick some ass! But a trial run for a couple of weeks with a Justifier Mk II aborted that plan before it began! OK it took a bit of getting used to some of the other changes, such as animal oils in loot, but on the whole I was just losing too much PED to be able to justify buying an even bigger non-SIB weapon and risk losing even more PED.
The fact is, with a non-SIB weapon I still only have 4.3 HA so I'm missing quite a lot compared to maxed out weapons, and I have about 34% min dmg so I'm getting an average of 67% max per shot rather than 75% max (which is over 10% worse). I reckon the combination of those slashes my economy on that gun (amped) from 4.25 dmg/pec down to about 3.18 dmg/pec. And, worse, I don't even get the dmg/sec I'm expecting (due to the misses and the worse damage range).
So, after a bit of grumbling about paying markup for weapons that were worse than my old Opalo+A106 combination it was time to set about trying out some of the new limitted weapons. However, the problem is that there are a lot of weapons to choose from, sometimes the stats are not readily available anywhere yet, and even if the stats are available they are skewed by the varying markups on the weapons anyway. Hmmm, OK, time to do some calculations then!
What do I need to know?
Personally, I want to find out the dmg/sec, the dmg/pec and the range that my weapon provides. To work these out we need the following variables:
tt - the tt value of the gun that I'm going to get
ftt - the maximum possible full tt value of the gun
Markup - the markup being offered
Dmg - the damage the gun will provide with the amp I intend to use
Shots - the shots per minute the gun can find
AmmoDecay - the amount of ammo used per shot (gun & amp)
AmpDecay - the amount of pec the amp decays per shot
GunDecay - the amount of pec the gun decays per shot
Range - the range of the gun
How do I find out these things?
All of these quantities should be immediately apparent from looking at the weapon details, apart from the decay. For the purposes of amps I'm assuming old amps are used so the decay can be found at a site like http://www.pe-wiki.info. The method and calculation outlined below can be fairly easily adapted to cater for the new limited amps.
You may also be able to find the decay of the gun too. If you can't, or the data is unreliable, you need to get hold of one of the guns. A low tt one will do - you just need to be able to fire one shot!
Once you have the gun you just need to calculate the tt of the gun before the shot and subtract the tt of the gun after the shot. To find the tt of an item you need to put it into the tt machine (don't sell!) and add common dung until the displayed tt increases by 0.01 PED. You then need to subtract 0.005 PED from the value showing and further subtract (number of common dung * 0.00001) PED. The result will give you the correct tt of the item to within 0.001 PEC. You'll need to do this before firing the gun and then also afterwards. Subtract the two results and multiply by 100 to find the decay in PEC.
An alternative, easier method involves using the auction (thanks to Kolobok for the suggestion):
To measure a gun's TT value, put the gun into the selling window in the auction, and assign it very high buyout, say +1000000 (don't actually sell the gun, just note it's percentage and then cancel). The ratio of the buyout value and the percentage, multiplied by 100, yields the precise TT value of the gun. Repeat the process after firing one shot and subtract the two results.
How do I calculate the dmg/sec?
The damage rate is fairly easy to calculate. You need to use the following formula:
dmg/sec = Damage * Shots / 60
Examples:
Sollomate Opalo + A101...8.1 dmg/sec
Breer M2a + A102............14.7 dmg/sec
Breer M3a + A102............14.9 dmg/sec
Sollomate Opalo + A106...19.1 dmg/sec (comparison only)
Svempa S60....................22.7 dmg/sec
Riker UL3 + A105..............28.0 dmg/sec
Korss H400 + A106...........52.3 dmg/sec
Breer P4a + A104.............33.6 dmg/sec
Breer P5a + A106.............51.3 dmg/sec
Effective Markup
The effective markup is calculated based on the markup, the tt value and the full tt value. It is needed in order to take into account the fact that 3% of the gun cannot be used. If you're feeling lazy you can just use the markup instead but be aware that for already quite damaged guns this will mean your economy is a little worse than you've calculated.
To calculate the Effective Markup use the following formula:
EffMarkup = (Markup * tt - 0.03 * ftt) / (tt - 0.03 * ftt)
OK, so what is my economy then?
Finally! The big question! The overall economy of the gun & amp is calculated by the following formula:
dmg/pec = Damage / (AmmoDecay + AmpDecay + EffMarkup * GunDecay)
Examples (tt is assumed to be full unless stated, percentages give = Markup):
Sollomate Opalo + A101...4.11 dmg/pec
Sollomate Opalo + A106...4.39 dmg/pec (comparison only
Range = 55.0
Breer M2a + A102, 100%...4.25 dmg/pec
Breer M2a + A102, 113%...4.19 dmg/pec
Breer M2a + A102, 161%...4.00 dmg/pec
GunDecay = 0.598, ftt = 39, Range = 60.5
Breer M3a + A102, 100%...4.24 dmg/pec
Breer M3a + A102, 122%...4.11 dmg/pec
Breer M3a + A102, 144%...4.00 dmg/pec
GunDecay = 0.845, ftt = 43.5, Range = 62.7
Korss H400 + A106, 100%............4.29 dmg/pec
Korss H400 + A106, 200%............3.99 dmg/pec
Korss H400 + A106, 200% tt=40...3.96 dmg/pec
GunDecay = 0.920, ftt = 177, Range = 35.2
Riker UL3 + A105, 100%............4.25 dmg/pec
Riker UL3 + A105, 150%............3.93 dmg/pec
Riker UL3 + A105, 200%............3.65 dmg/pec
Riker UL3 + A105, 200% tt=40...3.61 dmg/pec
GunDecay = 1.817, ftt = 135, Range = 62.7
Svempa S60, 100%...4.12 dmg/pec
Svempa S60, 124%...3.98 dmg/pec
GunDecay = 1.025, ftt = 90, Range = 26.4
Breer P4a + A104, 100%...4.28 dmg/pec
Breer P4a + A104, 140%...4.15 dmg/pec
Breer P4a + A104, 180%...4.02 dmg/pec
GunDecay = 0.766, ftt = 188, Range = 25.3
Breer P5a + A106, 100%...4.26 dmg/pec
Breer P5a + A106, 150%...4.12 dmg/pec
Breer P5a + A106, 200%...3.98 dmg/pec
GunDecay = 0.939, ftt = 222.1, Range = 33
Comparison with non-SIB weapons
As you skill up, non-SIB guns will become more economical. In order to compare SIB and non-SIB guns we need to consider how much we miss and what our damage range is (for maxed out SIB guns our stats are the same for all guns in this regard so we didn't need to consider it previously).
Min damage %: Take the dmg/sec and dmg/pec figures and multiply them by (1+Min damage %)/2 in order to take into account the fact that you do not hit the max damage each time. For maxed out SIB guns you will be multiplying by 0.75, for non-SIB guns by a slightly lower amount.
Hit Ability: It has been suggested that avatars with HA=10 on a gun miss about 8% of their shots, whilst avatars with HA=0 on a gun miss about 20% of their shots, with a linear progression in between. Whilst I don't think this tells the whole story, its as good an estimate as I have so I'll use it.
To take into account the fact that some shots miss, multiply your dmg/sec and dmg/pec figures by 0.8+0.012*HA.
Examples (with professions Laser Sniper=43, Ranged Laser=40):
Korss H400 + A106...200%......2.75 dmg/pec, 36.1 dmg/sec
Imk2 unamped.........non-SIB...2.71 dmg/pec, 41.4 dmg/sec
mk2 + A106..............non-SIB...2.44 dmg/pec, 23.4 dmg/sec
Calculation Tools
There's quite a few webpages out there that offer the ability to perform these types of calculations for you. I always think its worth knowing how to perform the calculations yourself, firstly in order to check the tool is providing sensible results but also in case things change and the tool no longer is applicable or is no longer available.
That said, using the tools can save a lot of time. The only one I have checked out in much detail is the wiki one at http://www.pe-wiki.info/Chart.aspx?chart=Weapon. Witte has recently updated it so that it takes into account your profession levels, thus providing a nice comparison between SIB and non-SIB guns. It takes a bit of time to set-up your data the first time round but its very useful so I'd recommend taking the time to do it! Documentation here.
Note that wiki provides the Economy of the gun assuming current market price in the case of L guns. Also beware L guns which haven't yet got a % markup - for these the economy is calculated assuming there is no markup.
There's quite a few other tools out there that I haven't checked out yet. Many have been linked to by people in the responses below and are worth checking out too.
Conclusion
I am trying to aim for an economy of better than 4.00 dmg/pec at the moment (miss rate and damage range ingnored). Obviously this is fairly easy with a Breer but I'd like something that does at least as much damage as my old Opalo set up. This can certainly be managed with a decent deal on Korss, UL3 or Svempa S60 for instance, but you may have to shop around! Watch out for guns that decay fast - the mark up on these can be a killer (imagine how the poor melee hunters feel)!
Note, that with markup, miss rate and damage range all taken into consideration, the best economy option I can find is Willard Heatray A which weighs in at 2.98 dmg/pec. Obviously you'll be hunting pretty small mobs with that, but it'd make a great economy option for beginners.
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