numHeatSinks - number of external double heat sinks equipped
dHSDis - dissipation rate of double heat sinks (.22)
engineHeatSinks=MIN(10;FLOOR(engRating/25))
disPerc - mech's dissipation bonus percentage as shown in the quirks and skills list
dis - the mech's final dissipation rate (1+disPerc/100*(dHSDis*engineHeatSinks+dHSDis*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 (.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/dHSdis*(clan?2:3))+hps/dHSdis
Weapon Efficiency:
=damage/cycle/adjTons
Edited by The Caterpillar, 05 January 2021 - 04:42 AM.