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Issue Tracking Weapon Stats

Weapons Gameplay

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#1 Hunter Watzas

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Posted 28 May 2014 - 12:21 PM

Alright so my unit started doing our own awards and recently started tracking our own stats. Now granted there has been some issues with the Stat tracker on the webpage; i have seen someone on my unit have 0 matches and 0 time but shoot hundreds of ac2 rounds. Besides those does anyone else know any other issues because ....

We found weapons with higher than 100% effectiveness which is defined as follows

Eff = 100 * damage done / ( hits * Weapon Damage)

We calculated 119% effectiveness with machineguns as our highest (from current stats not including archived). Other weapons we noticed that had this effect (so far) are PPCs, ACs, and UACs.

I have three different theories:
1- The straight forward theory, weapon damage values are/have been changed during the stat tracking process. I would have to double check but machineguns i do not believe have been changed since they started the archive of stats.

2- Hit registration bugs extend farther than PGI realizes. It could be that shots are not "hitting" but are still doing the damage and are registering that damage or maybe something else. I am not sure how they wrote that code but i have noticed that SRMs decrease in effectiveness the more missiles you fire at a time with the known bug. (so maybe this should decrease the value; again not sure)

3-Damage is being duplicated in some fashion when it hits the mech. Now I am not sure how damage applying to the internals of mech actually occurs. Please if you understand let me know cause I am curious. But the idea would be that a weapon does a base set of damage against internal hit-points with also a chance to land a critical strike and do damage to a slot (maybe a weapon or something).
Example:
You fire a ppc at an open torso, it hits for 10 damage because you are 300 meters away. But it also gets a critical and does 10 damage against a heat sink and destroys it. Your weapon fired once but did 20 damage (200% effectiveness).

the other idea behind the damage being duplicated is that if you cause an ammo explosion would that count as damage towards that weapon. Now i am a little reluctant on this theory because when you die it says Ammo Explosion but sometimes it also credits the enemy player with the kill so does the damage transfer.

Would love to hear other peoples' ideas. And maybe PGI already knows and can fill us in.

#2 Artgathan

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Posted 28 May 2014 - 12:23 PM

2 explanations for what you're seeing:
  • Weapons deal extra damage against internals based on critical hits
  • I think ammo explosions (that you cause) may also give increased damage


#3 Mcgral18

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Posted 28 May 2014 - 12:24 PM

It's crit damage. 15% of crit damage is transfered to the IS. You have a 30 some % to score a crit, with it being either 1, 2 or 3 crit slots.

So, an AC20 has a small chance to go 29 damage (60*.15+20).

Edited by Mcgral18, 28 May 2014 - 12:25 PM.


#4 Grendel408

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Posted 28 May 2014 - 12:26 PM

Yeah, if anyone wants to help Watzas with determining the holes in their tracking would be most appreciated... asking me to do math and deal with numbers is like pulling teeth from a pissed off lion, not advisable lol :huh:

#5 Hunter Watzas

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Posted 28 May 2014 - 12:40 PM

Thanks for the help.

I think i understand critical's better now.

#6 Harathan

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Posted 28 May 2014 - 01:55 PM

I believe someone figured out that if a PPC hits a location with only 9 armor remaining, and the 1 damage goes thru to internals and causes a crit, it crits as if it did the full 10 damage to the internals.

#7 Mcgral18

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Posted 28 May 2014 - 02:19 PM

View PostHarathan, on 28 May 2014 - 01:55 PM, said:

I believe someone figured out that if a PPC hits a location with only 9 armor remaining, and the 1 damage goes thru to internals and causes a crit, it crits as if it did the full 10 damage to the internals.


It does the full 10 damage to the crit location, but only 15% of crit+1 damage to the internals.





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