Nightbird, on 03 March 2019 - 03:44 PM, said:
I might actually need to call BS on your scores, PGI tracks "Fired" as the number of times the weapon is fired, not the number of missiles, and hit/accuracy is based on if even 1 missile out of the volley managed a hit.
Please post a screenshot, for example, in mine, a 55-56% PGI accuracy translates into 43-44% of the missiles actually hit (C-LRM15 and LRM 15 below).

Nightbird, on 03 March 2019 - 08:50 PM, said:
Come on Jman... I'm curious what accuracy % you've actually got. Some of mine are pretty low...
Like 46% on LRM20 is actually 25% of missiles hitting
First time someone has called me a liar here. I was trying to make it easier for everyone to read. You think I doctored my numbers without thinking about the obvious reason for the discrepancy?
I took a look at my missile stats spreadsheet from those 5 games that you dismissed to confirm it and here is what is happening. Sometime in the last year or so PGI altered how they record "Fired" and "Hit" on the stat page. In the past it was on a per missile basis. Now it counts firing a LRM 10 as +1 fired instead of +10.
Just look at my Hit and Damage stat on my LRM 10A which I told you were mostly old values. See how they line up pretty well (LRMs used to do more than 1 damage). I mean I would have had to play like 100,000 matches with them if PGI always counted LRMs by 1.
(15A and 20A are very slightly different because I played 1 with them after posting as you can see in the match #.)
So in a very real sense those LRM 10A numbers are more accurate than anything you'll get with today's hodge podge numbers. You will have to calculate it manually per game like I did several posts ago.
Quote
Please post a screenshot, for example, in mine, a 55-56% PGI accuracy translates into 43-44% of the missiles actually hit (C-LRM15 and LRM 15 below)
Quote
Like 46% on LRM20 is actually 25% of missiles hitting
You can't just arbitrarily decide what the LRM hit rates are based on your feelings.
I provided a way to do it so you're welcome to replicate. Here I'll write it down carefully:
1. Open up your weapon stat page and a spreadsheet.
2. Find a build that only uses 1 type of LRM.
3. In the spreadsheet paste your total damage for that LRM and your total ammo you brought.
4. Play a game and at the end record how much ammo you used. (I suggest you have some recording software running in case you die unexpectedly or forget).
5. Refresh your weapon stat page and paste the new numbers in.
6. Figure out ammo spent, and subtract your new total damage from your old.
7. Divide damage difference by ammo spent to arrive at your accurate Hit Rate.
TL;DR: Divide your total damage difference by your ammo used in a match.
You will now have an accurate hit rate for that match.
Edit: have you really never used artemis before? It helps with missile spread and accuracy BTW.
Edited by Jman5, 04 March 2019 - 05:58 AM.