Damage Calculations FIRING INTERVAL! | The First Descendant
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- Опубликовано: 11 сен 2024
- The Firing Interval is what is messing so many people upp when it comes to Damage calculations. Hopefully this explains it in more detail.
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I love dods stuff guys. I don't know why everyone thinks i dont like him. This is really good insight into the game devs decisions on there coding. It would make sense as well due to everyone in korea being ex military
It is just that the default on the internet seems to be drama. Very refreshing when it is not. Thumbs up!
He speaks facts and people can't stand it 😂😂
@@bigtay7164 I was unaware you could reload cancel by simply performing any action. The formula he wants to use for dps is what the game using. Mine gives a rendition of cycle damage time. both are probabily fine anyway since its only+-10%
There's still something missing here. If you divide (Mag*ATK) by the new cycle time you calculated, you get 201, not 170. That seems directionally correct with the logic behind removing a firing interval, but it's obviously not what the game is doing since the number is wrong. Your cycle time also removes 2 firing intervals, not 1... You removed one for the time to fire the magazine, and then you removed another one for firing before the reload bar is full. Those are both valid things to consider, but the number in the game is trending in the wrong direction when considering them.
In your response video to Ryechews, to make the number work, you removed 1 firing interval from the firing rate in RPS - that's removing a seconds-per-round value from a rounds-per-second value, which not only doesn't work units-wise, but that's effectively decreasing the fire rate for the calculation, which doesn't make sense. On low fire rate guns, that same calculation completely breaks; if you use it on guns with a fire rate less than 60 RPM, you get negative DPS.
There's still something left to be found with the calculation, and it's still not guaranteed correct until that is understood. Until it is understood, it's best to use the "standard" formula that everyone has used for so long to get a general idea of what damage numbers your build will put out.
Revisiting this, I've tested with many guns, and the reload animation cancel varies per gun with respect to firing interval length, so there's no way to account for that accurately in DPS without that information extracted from the game. Some examples of the cancel not being a full firing interval that I've found are Silly Weeper and Forest Gaze.
Also, you don't reload the frame after you fire the last bullet in a mag; the game actually makes you wait a firing interval before reloading, so that shouldn't be removed from the cycle time either. It's very obvious when you test this with a hand cannon or sniper rifle.
Help me out, since I'm a little bit confused. Taking into account the reload canceling, that will shorten your cycle time. If this is what the game formula is doing, in theory there should be higher DPS shown in game rather than from the standard sustained dps formulas. However applying the standard formula we get dps higher than the shown in game number, however it should be the opposite.
Additionally I tried matching dps in game using the Mag \* DMG / (RLD + Mag/(RPS - 1 Firing Interval)) formula, using the final numbers shown on the stats screen (clicking w on inventory page), however the result was still higher than the in game dps. This formula also has issues with weapons with rounds per minute being 60 (you end up getting a divide by 0), and lower than 60 (this results in the time to empty magazine being a negative number, making the total cycle time less than the reload time itself). If you would like I can share the exact numbers/screenshots of what I tried to replicate.
Also your discord link is still broken/invalid :(
The game is only calculating this: Mag \* DMG / (RLD + Mag/(RPS - 1 Firing Interval)) It is not calculating in the reload animation skip.
The next issue, which i hope will adress you issue, is even with removing the reload interval, the game is always rounding down on the interval. So even after removing the interval, if you final number is 7.6. The game is only calculating 7.
From a Mathmatical stand point, you are probably thinking this makes no sense.
From a realistic standpoind. 7.6 makes no sense. How do you fire 0.6 of a bullet? It has to round down, always, regardless (7.9 still becomes 7) as if it rounds up we are no longer calculating Per Second.
I apologise, I am really no good at explaining things. I was infantry after all.
I am mostly just doing this intuitively at this point, as this sort of thing was quite literally beaten into me. I am still working on a tried and true plug in and go formula and once I have it I will let you and Ryechew know.
The discord link goes to a Division 2 Community Discord. Not my personal one. I will have a look to see if Ryechew has one and join there for easier comms.
P.S. I am REALLY bad at computer/technology.
I actually came out with a DPS formula that gives the 170 DPS (haven't tested formula with other guns, just the test gun talked here)
1512÷(6+2.24+(2*0.333)) = 169.77 rounded up to 170
Or
(Firearm atk * mag size) / ( (Mag size / bullet per second) + (Reload speed) + 2*(firing interval) )
Why add in 2 more firing interval, I have no clue.
This does not factor in crits as well.
How I got it is by backwards calculating the DPS 170 to get back total dmg 1512.
If I included crit, it won't match up nicely to 2 additional firing interval.
All in all, my formula doesn't make a single iota of sense but it does give 170 DPS value.
If someone could help double check with other guns, it would be nice. Can't check in game atm yet.
Reload cancelling? Laughs in Gley.
i know, reoading, who has time for that?
@@DodRegnbue love your content. 💪
South Korea has mandatory military service.
2:29 A question I ask myself every time I pee...
In Korea every one has to do a 2y military service
Every man.
Does this make a difference from a comparative standpoint?
It gives a more accurate number individually but the % difference between weapons will be the same with both formulas, right?
The problem is that the thought process seems correct but the formula is wrong. Instead of "RPS - 1 Firing Interval" it would be "Mag - 1" simplified from "(Mag/RPS) - (1/RPS)". The formula should actually be "Mag * DMG / (RLD + ((Mag - 1)/RPS)". This would effectively remove a firing interval following your explanation. No matter what, the dps would increase based on removing a firing interval(i.e. firing 18 rounds in the time it theoretically should take to fire 17) which makes the game's formula wrong.
Did I understand right that the time "saved" by reload canceling is the same as 1 firing interval for said weapon? Is that consistent for all/multiple weapons, or just the nightmare hound?
I would like to say all weapon. The down side is, some weapon firing interval relaod skip is like 0.09 seconds.
Will need NASA Computer to accurately test.
Korea has obligatory military service so the dev being ex-military is most likely true
Fair enough. I will shut my dumb mouth . . .
@@DodRegnbue ? I was saying you were right
Ok. I 100% get removing one firing interval from the total, for the mag. But.. I don't get why you remove it from the reload time as well? Perhaps I just don't get what moment in time the sum of those values is supposed to represent? Or, perhaps the reload time always includes the post discharge time for the first round of the new mag, or .. ?
It is more just a weird mechanic they have added in.
@@DodRegnbue Ahh.. I get it, thanks.
Sunday roast
Have you quit the Division 2 game again?
Again? Never did in the first place.
Also at the moment, there is literally nothing for me to cover in that game
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