Difference between revisions of "User:RotatcepS/tests/Damage"
m (bug fix) |
m (fix for ullapool explosion) |
||
Line 12: | Line 12: | ||
| time-to-target | | time-to-target | ||
| ttt = {{#expr:512/{{{V}}}}} | | ttt = {{#expr:512/{{{V}}}}} | ||
− | | accuracy = {{#ifexpr:{{{recovery|0}}}+0>0|{{#expr:({{User:RotatcepS/tests/AccurateRange|C={{{S|0}}}|V=0|E=0}}/512*100)round0}}% ({{tooltip|recoil spread|starts with one accurate shot with {{{recovery}}} {{common strings|seconds}} recovery}})|{{#ifexpr:{{{S|0}}}+0>0|{{#expr:({{User:RotatcepS/tests/AccurateRange|C={{{S|0}}}|V=0|E=0}}/512*100)round0}}% ({{tooltip|shot spread|one accurate {{{pellet|pellet}}} of {{{F}}} {{{pellet|pellet}}}s per shot}})|{{#ifexpr:{{{E|0}}}+0>0|{{#expr:(( ((49/2)/300) *{{{V|0}}})/512*100)round0}}% ({{tooltip|projectile|{{{V}}}{{common strings|Hus}}}})<br/>{{#expr:({{User:RotatcepS/tests/AccurateRange|C=0|V={{{V|0}}}|E={{{E|1.0}}}}}/512*100)round0}}% (projectile {{tooltip|splash|{{#expr:{{{E|1}}}*146}}Hu radius}})|{{#ifexpr:{{{V|0}}}+0>0|{{#expr:(( ((49/2)/300) *{{{V|0}}})/512*100)round0}}% ({{tooltip|projectile|{{{V}}}{{common strings|Hus}}}})|{{#ifexpr:{{{maxRange|0}}}+0=0|infinite|melee}}}}}}}}}} | + | | accuracy = {{#ifexpr:{{{recovery|0}}}+0>0|{{#expr:({{User:RotatcepS/tests/AccurateRange|C={{{S|0}}}|V=0|E=0}}/512*100)round0}}% ({{tooltip|recoil spread|starts with one accurate shot with {{{recovery}}} {{common strings|seconds}} recovery}})|{{#ifexpr:{{{S|0}}}+0>0|{{#expr:({{User:RotatcepS/tests/AccurateRange|C={{{S|0}}}|V=0|E=0}}/512*100)round0}}% ({{tooltip|shot spread|one accurate {{{pellet|pellet}}} of {{{F}}} {{{pellet|pellet}}}s per shot}})|{{#ifexpr:{{{E|0}}}+0>0|{{#expr:(( ((49/2)/300) *({{{V|0}}}+0))/512*100)round0}}% ({{tooltip|projectile|{{{V}}}{{common strings|Hus}}}})<br/>{{#expr:({{User:RotatcepS/tests/AccurateRange|C=0|V={{{V|0}}}|E={{{E|1.0}}}}}/512*100)round0}}% (projectile {{tooltip|splash|{{#expr:{{{E|1}}}*146}}Hu radius}})|{{#ifexpr:{{{V|0}}}+0>0|{{#expr:(( ((49/2)/300) *{{{V|0}}})/512*100)round0}}% ({{tooltip|projectile|{{{V}}}{{common strings|Hus}}}})|{{#ifexpr:{{{maxRange|0}}}+0=0|infinite|melee}}}}}}}}}} |
<!-- Another type of accuracy text: | <!-- Another type of accuracy text: | ||
accuracy: extra-fast hitscan, reaches point-blank range (melee) | accuracy: extra-fast hitscan, reaches point-blank range (melee) |
Revision as of 21:44, 14 August 2022
0
input parameters
- D: base damage input
- T: attack interval time in seconds
- V: velocity in HU/s
- E: Explosion radius percent of normal (1.0 = full radius)
- S: spread value of fragments or recoil
- F: number of fragments
- recovery: time in seconds to recover recoil accuracy
- maxRange: maximum reach of weapon in HU (e.g. flamethrower, medi gun)
- H: Close ramp up multiplier
- L: Far fall off multiplier
- MH: Close ramp up multiplier for Minicrits (defaults to H)
- ML: Far fall off multiplier for Minicrits (defaults to 1.0)
- CH: Close ramp up multiplier for crits (defaults to 1.0)
- ML: Far fall off multiplier for crits (defaults to 1.0)
type: output type selection (defaults to "text")
- dps = e.g. "100 + splash"
- spread-accuracy = accurate at x% range
- spread-ratio-old = spread of x:1
- spread-ratio
- spread-ratio-half = spread of x:1
- velocity-accuracy = closes range in x seconds, accurate at x% range
- explosive-accuracy = splash accurate at x% range
- time-to-target
- ttt (based on 512Hu)
- time
- interval = T
- bullet count
- pellet count
- fragments = F
- velocity
- speed = V
- radius
- splash-percent = E
- splash radius (based on 146HU)
- spread-value = S
- recovery = recovery
- maxrange = maxRange
- rampup = H
- ramp up % = H*100 rounded
- ramp up
- close-base = D*H
- point blank
- close = (one fragment-)(50% damage with splash tooltip-)damage
- fragment-close = one fragment
- close-minicrit-base = 1.35*MH
- close-minicrit = (one fragment-)(splash-)1.35*MH
- fragment-close-minicrit = one fragment*1.35*MH
- close-crit-base = 3*CH
- close-crit = (one fragment-)(splash-)3*CH
- fragment-close-crit = one fragment*3.0*CH
- h = H
- l = L
- ch = CH (1.0)
- cl = CL (1.0)
- mh = MH (H)
- ml = ML (1.0)
- rampdown = L
- fall off % = L*100 rounded
- fall off
- far-base = D*L
- long range
- far = (one fragment-)(splash-)damage
- fragment-far = one fragment*L
- far-minicrit-base = 1.35*ML
- far-minicrit = (one fragment-)(splash-)damage
- fragment-far-minicrit-base
- fragment-far-minicrit = one fragment*1.35*ML
- far-crit-base = 3*CL
- far-crit = (one fragment-)(splash-)damage
- fragment-far-crit-base
- fragment-far-crit = one fragment*3*CL
- minicrit-base = 1.35*
- minicrit = (one fragment-)(splash-)damage
- fragment-minicrit-base
- fragment-minicrit = one fragment*1.35*
- crit-base = 3*
- crit
- critical = (one fragment-)(splash-)damage
- fragment-crit-base
- fragment-crit = one fragment*3*
- medium-base
- base = D
- medium = (one fragment-)(splash-)damage
- text
- blank = (one fragment-)(splash-)damage with ramp up & fall off tooltip
- fragment-base
- fragment = one fragment
input parameters
- D: base damage input
- T: attack interval time in seconds
- V: velocity in HU/s
- E: Explosion radius percent of normal (1.0 = full radius)
- S: spread value of fragments or recoil
- F: number of fragments
- recovery: time in seconds to recover recoil accuracy
- maxRange: maximum reach of weapon in HU (e.g. flamethrower, medi gun)
- H: Close ramp up multiplier
- L: Far fall off multiplier
- MH: Close ramp up multiplier for Minicrits (defaults to H)
- ML: Far fall off multiplier for Minicrits (defaults to 1.0)
- CH: Close ramp up multiplier for crits (defaults to 1.0)
- ML: Far fall off multiplier for crits (defaults to 1.0)
type: output type selection (defaults to "text")
- dps = e.g. "100 + splash"
- spread-accuracy = accurate at x% range
- spread-ratio-old = spread of x:1
- spread-ratio
- spread-ratio-half = spread of x:1
- velocity-accuracy = closes range in x seconds, accurate at x% range
- explosive-accuracy = splash accurate at x% range
- time-to-target
- ttt (based on 512Hu)
- time
- interval = T
- bullet count
- pellet count
- fragments = F
- velocity
- speed = V
- radius
- splash-percent = E
- splash radius (based on 146HU)
- spread-value = S
- recovery = recovery
- maxrange = maxRange
- rampup = H
- ramp up % = H*100 rounded
- ramp up
- close-base = D*H
- point blank
- close = (one fragment-)(50% damage with splash tooltip-)damage
- fragment-close = one fragment
- close-minicrit-base = 1.35*MH
- close-minicrit = (one fragment-)(splash-)1.35*MH
- fragment-close-minicrit = one fragment*1.35*MH
- close-crit-base = 3*CH
- close-crit = (one fragment-)(splash-)3*CH
- fragment-close-crit = one fragment*3.0*CH
- h = H
- l = L
- ch = CH (1.0)
- cl = CL (1.0)
- mh = MH (H)
- ml = ML (1.0)
- rampdown = L
- fall off % = L*100 rounded
- fall off
- far-base = D*L
- long range
- far = (one fragment-)(splash-)damage
- fragment-far = one fragment*L
- far-minicrit-base = 1.35*ML
- far-minicrit = (one fragment-)(splash-)damage
- fragment-far-minicrit-base
- fragment-far-minicrit = one fragment*1.35*ML
- far-crit-base = 3*CL
- far-crit = (one fragment-)(splash-)damage
- fragment-far-crit-base
- fragment-far-crit = one fragment*3*CL
- minicrit-base = 1.35*
- minicrit = (one fragment-)(splash-)damage
- fragment-minicrit-base
- fragment-minicrit = one fragment*1.35*
- crit-base = 3*
- crit
- critical = (one fragment-)(splash-)damage
- fragment-crit-base
- fragment-crit = one fragment*3*
- medium-base
- base = D
- medium = (one fragment-)(splash-)damage
- text
- blank = (one fragment-)(splash-)damage with ramp up & fall off tooltip
- fragment-base
- fragment = one fragment