Weapon "Epicness" Chart

Started by InfinityKage, July 25, 2017, 09:40:00 PM

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InfinityKage

Quote from: AngleWyrm on July 30, 2017, 04:31:26 PM

It turned out to be some in-betweeny convenience feature stuff; the multipliers are fine.

Well. I guess for now I'll leave it as is. It should be pretty accurate now that all the stats are on the same scale. I can always add the multiplications later if I decide it needs more weight. But I kinda like how it currently sits.

AngleWyrm


Quote from: InfinityKage on July 31, 2017, 03:40:55 PM
It should be pretty accurate now that all the stats are on the same scale.

The column marked 'Epicness' can sort the table
Would you take the weapon at the top of that sort as your best choice?
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Snafu_RW

So does the original link lead to the updated sheet, or is a new link required?
Dom 8-)

AngleWyrm

The original link in the first post is updated.
Sorting on Epicness column for the items currently in the table:

GunEpicness

Battle Rifle (Normal)
1.74

Steyr Stg 77 (Good)
1.58

AWP (Normal)
1.48

AAC Honey Badger (Normal)
1.44

Spike Sniper Rifle (Awful)
1.42

DP-12 (Super)
1.40

FN F2000 (Good)
1.36

Laser Rifle
1.23

Colt (Normal)
1.21

3 Line Rifle (Normal)
1.15

Brush Gun (Normal)
1.11

Brownie (Normal)
1.09

BB Gun (Super)
1.09

Police AMR (Normal)
1.08

SPAS-12 Shotgun (Superior)
1.07

Survival Rifle (Normal)
1.06

Nano Scatter Shot
1.06

Inferno Cannon (Normal)
1.03

GD Modular DMR
1.03

Hunting Revolver (Normal)
1.03

CAW Shotgun (Normal)
1.02

SPAS-12
1.01

Crucible Carbine (Poor)
0.95

Dual Berattas (Normal)
0.88

Junkjet (Normal)
0.85

Arbalest (Normal)
0.83

Nano Crossbow
0.83

Combat Shotgun (Normal)
0.82

MP5SD with M203 (Superior)
0.80

G-17 (Normal)
0.80

Short Crossbow (Good)
0.77

Urban Combat Shotgun
0.76

Norbal Scorpion (Normal)
0.74

Charge Shotgun (Poor)
0.73

Black-Mesa Crossbow (Normal)
0.72

Recurve Bow (Shoddy)
0.72

Burstfire Machine Pistol (Normal)
0.71

MP5SD
0.67

Boom Tube (Normal)
0.66

Nano Pistol
0.66

10MM Pistol (Good)
0.62

Heat Cannon (Normal)
0.60

Glock 17C (Shoddy)
0.60

SleepyTyme (Normal)
0.59

Pistol (Normal)
0.57

Tomahawk
0.55

Claymore Shotgun (Normal)
0.54

Great Bow (Normal)
0.51

Stun Grenade
0.47

Silenced PDW (Normal)
0.44

Decrative Pistol Revolver
0.44

Helsing Speargun (Poor)
0.43

Boom Stick (Normal)
0.37

Throwing Knives (Poor)
0.28

Cloth Bag of Boomrats (Normal)
0.27

Auxiliary Pistol (Poor)
0.26

Short Bow (Normal)
0.20

Improvised Pistol (Shoddy)
0.14

Javelin (Normal)
-0.20
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

SpaceDorf

Would you mind posting the mods included in the list ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

InfinityKage

Quote from: AngleWyrm on July 31, 2017, 05:21:51 PM

Quote from: InfinityKage on July 31, 2017, 03:40:55 PM
It should be pretty accurate now that all the stats are on the same scale.

The column marked 'Epicness' can sort the table
Would you take the weapon at the top of that sort as your best choice?

I think so. The battle rifle is a good all around weapon. Pretty good stats in all categories with no glaring weaknesses.

InfinityKage

Quote from: SpaceDorf on August 01, 2017, 06:39:10 AM
Would you mind posting the mods included in the list ?

Maybe eventually. I've been making this chart for years so some of the weapons are not even in my game anymore.

AngleWyrm


This is the composition and weighting in use by the Epicness stat.

[attachment deleted by admin: too old]
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

InfinityKage

Quote from: AngleWyrm on August 05, 2017, 07:46:30 PM

This is the composition and weighting in use by the Epicness stat.

Hmmm... not sure what to do with it. Maybe make accuracy matter a little more. Range a little less. The problem is it could change depending on the person. I personally believe it does not matter how much damage you do if you can't hit shit. But that's just me. Others may disagree.

SpaceDorf

Quote from: InfinityKage on August 06, 2017, 03:09:11 PM

Hmmm... not sure what to do with it. Maybe make accuracy matter a little more. Range a little less. The problem is it could change depending on the person. I personally believe it does not matter how much damage you do if you can't hit shit. But that's just me. Others may disagree.

I agree absolutely on that .. not hitting equals zero damage .. no matter if it's absolute or dps .. and no amount of discussion  will change that.

Range is important, when it is the only possible way to hit the enemy savely.
I rather miss a scyther 5 times with a sniper rifle than get in range of a 100% shotgun hit without cover.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

AngleWyrm

#40
Quote from: InfinityKage on August 06, 2017, 03:09:11 PM
I personally believe it does not matter how much damage you do if you can't hit shit.

That can be measured as expected damage in units of damage/try. Two scenarios:
  • Thumper: hits for 10 damage, but only hits ten times out of every hundred tries
  • Pea shooter: hits for 2 damage, but hits fifty times out of every hundred tries
So in the span of a hundred tries both of these weapons have delivered 100 damage.

Accuracy is usually measured in hits per tries, listed as a percentage.
Accuracy =  hitsPerTry = hits/try
Damage  = damagePerHit = damage/hit

The unit of measure for Expected Damage:
hits/try x damage/hit  = damage/try

Expected Damage is damagePerTry.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

SpaceDorf

That equally explains how range fits into the equation .. expected damage over distance ..

Could you please explain burst damage to my tired brain ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

AngleWyrm

#42

Burst size is a count of tries to hit, and damage ratings are in hp of damage delivered per hit, so Burst x Damage is:  tries x damage/hit

It doesn't appear to be designed as a conceptually consumable molecule, but rather a component part of a further combination.

Hidden within the expression is a tries on top and a hits on bottom, the flip-side of accuracy which is hits/try. So the outcome of combining burst damage with accuracy simplifies to:
( tries x damage/hit ) x hits/try = damage
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

InfinityKage

Quote from: AngleWyrm on August 06, 2017, 05:08:31 PM

Burst size is a count of tries to hit, and damage ratings are in hp of damage delivered per hit, so Burst x Damage is:  tries x damage/hit

It doesn't appear to be designed as a conceptually consumable molecule, but rather a component part of a further combination.

Hidden within the expression is a tries on top and a hits on bottom, the flip-side of accuracy which is hits/try. So the outcome of combining burst damage with accuracy simplifies to:
( tries x damage/hit ) x hits/try = damage

I'm not sure what to do with all this information. It's a bit confusing to me. Do I plug it into the chart somehow?

AngleWyrm

#44
It's already in there, I'm just looking at it from different angles because it's fun to spin the models around and see the facets of the gem.

My 5-point rating system: Yay, Kay, Meh, Erm, Bleh