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Formulas For Loadout Analysis


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#1 The Caterpillar

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Posted 23 December 2020 - 02:05 AM

(This should have been and is now posted to Guides & Strategies: here)

Coming back to MWO after a year or so, I've decided to share some of the formulas I use when evaluating loadouts. Any corrections are appreciated.

numHeatSinks - number of external double heat sinks equipped
eDHSDis - dissipation rate of external double heat sinks (.15)
engineHeatSinks=MIN(10;FLOOR(engRating/25))

disPerc - mech's dissipation bonus percentage as shown in the quirks and skills list
iDHSDis - dissipation rate of internal engine double heat sinks (.2)
dis - the mech's final dissipation rate (1+disPerc/100*(iDHSDis*engineHeatSinks+eDHSDis*numHeatSinks))

Sustained DPS (“Cold DPS”):

coldNum - the number of a weapon that can be fired within the mech's remaining dissipation rate
coldNum(remainingDis,weapon){
hps - heat per second of the weapon
quantity - quantity of the weapon
coldNum=hps==0?quantity:MIN(quantity,remainingDis/hps)
}
lowest - weapon with the lowest heat per damage
coldNumLowest=coldNum(dis,lowest)

coldDps=dpsOfLowest*coldNumLowest+dpsOfSecondLowest*coldNum(dis-coldNumLowest*hpsOfLowest,secondLowest)+...

Heat Capped Fire Duration:

eDHSCap - heat capacity provided by external double heat sinks (1.5)
iDHSCap - heat capacity provided by internal double heat sinks (2)
baseCap – the base heat capacity of the mech (engineHeatSinks*iDHSCap+30)
capPerc - mech's heat capacity bonus percentage as shown in the quirks and skills list
sumHps - total heat per second of all weapons or select weapons

fireDuration=baseCap+numHeatSinks*eDHSCap*(1+capPerc/100)/(sumHps-dis)

Heat Capped Damage:

sumDps - total damage per second of all weapons included in the fireDuration

damageCap=fireDuration*sumDps

UAC Average Cooldown:

jamDur - duration the weapon remains jammed
jamChance - chance of jamming
cooldown - weapon's cooldown, distinct from cycle time which includes the weapon's volley duration and is applied after adjusting cooldown

adjustedCooldown=jamDur*jamChance+cooldown

Jam chance and jam duration values are from observation, may not be 100% accurate!








wpn cd jamChc jamDur adjCD
UAC/2 .72 .15 3.25 1.21
UAC/5 1.66 .15 5.75 2.52
UAC/10 2.25 .15 7.50 3.38
UAC/20 4.00 .14 7.50 5.13
C-UAC/2 .72 .17 3.50 1.25
C-UAC/5 1.66 .17 6.50 2.64
C-UAC/10 2.50 .17 7.75 3.66
C-UAC/20 4.00 .16 7.75 5.16


Adjusted Weapon Tonnage:

X-factors of a weapon including ammo, weapon size, and heat can be roughly evaluated by considering the cost in tons to account for them. Adjusted weapon tonnage drastically inflates the weight of a weapon, so consider it more of a 'magic number' than an actual weight value.

tons – weapon tonnage

ammo – amount of ammo in one ton of weapon ammo
salvo – number subtracted from ammo when the weapon is fired once
mReq - estimated ammo required based on a fire duration of 100 seconds, adjust this number for your usual ammo consumption for a given weapon (100/(ammo/salvo*cooldown))

slotWeight – a rough average of the weight of a slot based on the potential for using ferro fibrous and endo-steel, estimated to be (.23)

adjTons=tons+mReq+slotWeight*(size+mReq+hps/eDHSdis*(clan?2:3))+hps/eDHSdis

Weapon Efficiency:

=damage/cycle/adjTons

Edited by The Caterpillar, 23 December 2020 - 12:46 PM.


#2 martian

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Posted 23 December 2020 - 03:10 AM

View PostThe Caterpillar, on 23 December 2020 - 02:05 AM, said:

Coming back to MWO after a year or so, I've decided to share some of the formulas I use when evaluating loadouts. Any corrections are appreciated.
...

I would say that this section would be more suitable: Guides & Strategies (Player-created Strategy and Mech Construction Guides.)

#3 General Solo

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Posted 23 December 2020 - 04:53 AM

Just steal builds from the guid playas
Its easier
And tested

Tweak
To taste

Edited by OZHomerOZ, 23 December 2020 - 04:53 AM.






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