i was trying to figure out how much dps the uacs actually have, because any stats page has them listed with their single tap performance only. typical usage is you double tap unless you are in a situation where you are trying not to jam. or if you are boating you are just going to spam them and a single jam doesnt really stop that. so what i did was tried to figure out the double tap dps (assuming no jams) and the jammed dps (what the dps would be if it jammed every shot) separately. then i use the jam chance to figure out what percentage will be jammed shots and what will be doubletapped shots. this gives me a number which more accurately represents the true dps of the system. i also divided that by the single tap dps to try and figure the actual multiplier and it turns out the actual multiplier is closer to 1.74 (+/- 0.05) and not the flat 2 that everyone just assumes.
Weapon...Dmg...CD.....DPS....JamChance..JamTime...DTDps...JDps...TrueDps...StRatio
Uac2........2........0.72....2.78....0.14...............2.50..........5.56.......0.62.....4.86.........1.75
Uac5........5........1.66....3.01....0.15...............6.00..........6.02.......0.65.....5.22.........1.73
Uac10......10......2.50....4.00....0.15...............7.50..........8.00.......1.00.....6.95.........1.74
Uac20......20......4.00....5.00....0.14...............6.00.........10.00......2.00.....8.88.........1.78
Cuac2......2........0.72....2.78....0.16...............2.75..........5.56.......0.58.....4.76.........1.71
Cuac5......5........1.66....3.01....0.17...............6.50..........6.02.......0.61.....5.10.........1.69
Cuac10....10......2.50....4.00....0.17...............8.00..........8.00.......0.95.....6.80.........1.70
Cuac20....20......4.00....5.00....0.16...............6.50.........10.00......1.90.....8.70.........1.74
idk why tables are so hard to post. anyway some caveats. im not sure what the minimum delay between taps is. that would need to be added to the cd for a better DTdps calculation, im just using the naive 2x dps for that. the difference is likely somewhere between a game tick and human reaction time. this would make the dps numbers lower than they appear.
im also not sure if the jam time is in addition to the cd or if the jam clear time is used in place of the cd, i assumed the former because thats what it feels like in game. seems after the jam indicator goes away, you still cant fire and have to wait a cd.
also for guns with burst, i did not account for the time required for those to complete, those would actually slow the weapon down, increase cd and reduce dps numbers. i think that is something like numFiring-1*volleydelay. i didnt include that because i didnt think about it until now. maybe il do some cleanup later. and i probibly should because the volly time for the cuac20 is like a third of a second. thats got to hurt. im also not sure if cd starts with the first round or the last.
i also noticed that the is uac5 has a different volley delay than the others (all other uacs have a delay of 0.11, but the is uac5 has 0.5). this number either isnt used in that case, or it is also used as the delay between salvos. im assuming the former unless i know otherwise (doesnt feel like the game is making me wait half a second for a double tap).
recomputed for burst delays, possibly even correctly. the volley time is added to the cooldown for all computations, it may or may not apply to a single tap scenario, like if the cd starts at the first round and the volley occurs concurrently. however for a double tap scenario it imposes a delay between your first and second tap. in a jam scenario, you have to fire a second salvo before a jam can occur, and that would happen after the volley. so it might be accurate for a button spam scenario. the uac20 is also a weapon you tend to wait a second or two for your second tap, because you need to manage heat, thats not counted.
Weapon...numFiring...Volley Delay..Volley Time..DPS....DtDps...Jdps...TruDps...StRatio
Uac2.......1..................0.11...............0.00.............2.78.....5.56......0.62....4.86......1.75
Uac5.......1..................0.50...............0.00.............3.01.....6.02......0.65....5.22......1.73
Uac10.....2..................0.11...............0.11.............3.83.....7.66......0.99....6.66......1.74
Uac20.....3..................0.11...............0.22.............4.74.....9.48......1.96....8.43......1.78
Cuac2.....1..................0.11...............0.00.............2.78.....5.56......0.58....4.76......1.71
Cuac5.....2..................0.11...............0.11.............2.82.....5.65......0.60....4.79......1.70
Cuac10...3..................0.11...............0.22.............3.68.....7.35......0.93....6.26......1.70
Cuac20...4..................0.11...............0.33.............4.62.....9.24......1.85....8.06......1.74
anyway that actually tightened up the singletap ratio, which was unexpected. perhaps 1.75 was the target damage multiplier for uacs.
Edited by LordNothing, 15 February 2022 - 12:39 PM.