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Reload time to damage on gun ratio?

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Extirminator:

--- Quote from: Queso on June 04, 2014, 11:09:11 am ---One last confirmation. Are you going by the ammo count in the bottom right or by some sort of animated asset?

--- End quote ---

Concerning the reload time, I was going for the ammo count in the bottom right. I don't know how would that affect the results since if it does increase linearly, the time that it takes for the ammo to reach back to full should still increase linearly too, right? can't you shoot right away after your ammo indicator is back to full? or am I missing another 'invisible' step to count towards the reload?

and talking about rate of fire, I went from ammo decreasing from 2 to 1 ( talking about mercury ) , to the little rotating bullet thing in the middle of your screen to stop rotating.

Queso:
Yeah that's about the most accurate way to test for both of those things. Hrrmmm. I'm running my own tests now locally to see if any lag could be at play. Very curious indeed.

Queso:
My last suspicion is that perhaps something odd is happening regarding chem spray. Does that other ship damage button have the same effect? It should be 50 shatter with a modifier of 2 for 100 damage on a gun. This means that if we see a result at about 75% speed then something odd is going on with fire or chem. If we see lower, then I'm pretty much completely lost for how it's operating.

Watchmaker:
Okay, so Queso and I just shared a minor math epiphany that explains what's going on here.

The trick is the slightly nonintuitive relationship between reload *speed* and reload *time*.  The percentage modifiers from damage affect reload speed, and your graphs show reload time.

A gun at half health has a -25% reload speed penalty; equivalently, its reload speed is 75% of normal.

Think of the reload meter as a progress bar divided into sections, each of which is 1 second long; to reload the hwacha, we need to fill 14 of these.  This takes (14/1)=14 seconds.  But at 75% speed, it takes (14/0.75)=18.66 seconds to fill.

This inverse relationship between speed and time is why your graphs appear nonlinear; the linear relationship with gun health is applied to speed, not time.  If I'm thinking this through correctly: if you invert (y=1/y) your reload time values, so you're measuring "reloads per second", you should see a linear relationship.

Extirminator:
Aha! Finally things make sense.

I am glad I finally got some linear relationship here, I guess I could say I am done digging up all of this, although I got out more confused than I started pretty much.

Thanks for your time here!

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