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.
    Bro Squad Discord link.
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Комментарии • 31

  • @ryechew
    @ryechew Месяц назад +13

    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

    • @broz666
      @broz666 Месяц назад +2

      It is just that the default on the internet seems to be drama. Very refreshing when it is not. Thumbs up!

    • @bigtay7164
      @bigtay7164 Месяц назад

      He speaks facts and people can't stand it 😂😂

    • @ryechew
      @ryechew Месяц назад

      @@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%

  • @Harmonic14
    @Harmonic14 Месяц назад +3

    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.

    • @Harmonic14
      @Harmonic14 Месяц назад

      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.

  • @tama4209
    @tama4209 Месяц назад +1

    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 :(

    • @DodRegnbue
      @DodRegnbue  Месяц назад

      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.

  • @shawnaw2
    @shawnaw2 Месяц назад

    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.

  • @PxNxWxGxW
    @PxNxWxGxW Месяц назад +1

    Reload cancelling? Laughs in Gley.

    • @DodRegnbue
      @DodRegnbue  Месяц назад +1

      i know, reoading, who has time for that?

    • @PxNxWxGxW
      @PxNxWxGxW Месяц назад

      @@DodRegnbue love your content. 💪

  • @ChancySanah
    @ChancySanah Месяц назад +2

    South Korea has mandatory military service.

  • @martinmiller3765
    @martinmiller3765 Месяц назад

    2:29 A question I ask myself every time I pee...

  • @l3xitscomplicated191
    @l3xitscomplicated191 Месяц назад

    In Korea every one has to do a 2y military service

  • @martinmiller3765
    @martinmiller3765 Месяц назад

    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?

  • @exshadow1307
    @exshadow1307 Месяц назад

    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.

  • @supervegha7958
    @supervegha7958 2 месяца назад

    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?

    • @DodRegnbue
      @DodRegnbue  2 месяца назад +1

      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.

  • @georgetornea8045
    @georgetornea8045 Месяц назад +1

    Korea has obligatory military service so the dev being ex-military is most likely true

    • @DodRegnbue
      @DodRegnbue  Месяц назад

      Fair enough. I will shut my dumb mouth . . .

    • @georgetornea8045
      @georgetornea8045 Месяц назад

      @@DodRegnbue ? I was saying you were right

  • @reganheath
    @reganheath Месяц назад

    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 .. ?

    • @DodRegnbue
      @DodRegnbue  Месяц назад

      It is more just a weird mechanic they have added in.

    • @reganheath
      @reganheath Месяц назад

      @@DodRegnbue Ahh.. I get it, thanks.

  • @fountedakis
    @fountedakis Месяц назад

    Sunday roast

  • @johnbe8505
    @johnbe8505 Месяц назад

    Have you quit the Division 2 game again?

    • @DodRegnbue
      @DodRegnbue  Месяц назад +1

      Again? Never did in the first place.
      Also at the moment, there is literally nothing for me to cover in that game

  • @simontaylor9362
    @simontaylor9362 Месяц назад

    😂😂😂

  • @Paradox4g
    @Paradox4g 2 месяца назад

    First 🥇