So appearantly you reload cancel if you hold the fire button down. I didnt know this at the time. but damage in 8.24 seconds(without reload cancel) is damage in 8.24 seconds lol and is 183. there are two options. damage dealt as game reads. and damage dealt as damage gets dealt. Either way is acceptable depending on how you play the game
You are awesome... im a maths nerd myself, .. and a grind masochist.. so I really enjoy this game and your videos are really interessting. You are obviously smarter than me , but we arrive at about the same conclusions, so if it is all wrong at least you are not alone 😊 thanks for the video
@@ReignBusmy guy is somehow making math interesting when i never gave a shit throughout high school math classes, yet im finding myself intrigued with this content
So many people making clickbate, empty of any real info vids that when this guy really tried he stood out enough that people take notice. His big problem will be keeping content real while producing enough to keep the algorithm on his side.
As someone who understands math but isn't formally educated, I find that math is crucial for understanding games like these. Without clear calculations and equations, it feels like just guessing when trying to figure out things like damage and resistances.
As a making and eating nachos nerd, I appreciate the math nerds helping me out with video games by doing all the math I can't because my hands are full.
As a coding nerd, I appreciate the math nerds helping me out in video games by doing all the math that I cba to do knowing how tedious the systems can be. Like how are you supposed to calculate the weak point modifier when it's uptime is entirely dependant on the players accuracy which varies from person to person? There's no exact ratio like with crit so numbers will never be 100% accurate. The guys that do the math are legends.
They should add some kind of damage screen in the testing area, where it can show you the total damage and damage per second. When you change mods in the area you can test it again to figure out which mods are best for your weapons and for each faction of enemy
I was pretty surprised the laboratory DOESN'T have this feature. You would think it would show total damage dealt at least with a timer so you can calculate dps yourself. I'd imagine its coming later on.
dod gave him the calcs me and someone got dod to make his review of ryes math and show his rye here has ego because his channel blew up suddenly and he doesnt wanna say i was wrong dod and a handful of smaller channels who have done this sorta stuff for years for games already figured this out and rye here refuses to see the forest for the trees they show exact math w testing and proof it works rye here is like oh the game is wrong its displaying the wrong numbers he refuses to believe what the gsme which is the ultimate calculator and claiming he is right the fact that he references dod but copes and says he doesnt know how he got his results then pushes some sponsor wannabe bs to downlod a dif program that isnt the game to do these massive leaps to make HIS formula work when it doesnt in the game where it matters while dod and others does yeah no this is infuriating honestly i hate seeing people blow up for bad info or clickbait bs while other channels dont and they are the ones doing the work
@@Nomadic_Gaming you seem like a huge hater lol. The guy admits his mistake then corrects himself and shows examples and explains himself, but you see 'EGO'. If anything, dod can always make another response to this video disproving it if he can. Also, the game numbers ARE wrong. That's not an opinion, its a fact....we literally ALL know that the numbers don't include element and weakpoint...so how could the dps number in the game be right?????
@@blacknova7789 the game number displayed on the wep is wrong when you shoot something the numbers shown w his calc are wrong dods are correct meaning you csn use his formula for dmg on hit of weakpoint crit crit weakpoint and thus calc actual dps that is the problem rye is forcing himself down this wrong idea of my formula needs to be the math to make the dps on the gun match my math vs his math showing what the actual dps is you dont day its wrong then build a formula to prove it right vs finding the math of what the actual damage is then doing calcs for proper dps both burst and sustained and hes coping w these oh reload and rof is bugged no it isnt again other channels their math is correct because its taking the games math filling in what it does and doesnt show and gives us the proper end number to gauge dps by rye is simply dying on this hill he even describes it as defending his formula but is saying its not right because the game isnt no the game calculations for what it does calc are correct it just leaves out stuff you account for its simple and hes over complicating it for no reason i like his presentation style and the fact hes trying todo the math on this but doing it wrong doesnt help the community or game neither does pushing outside apps or programs for whatever weird shilling that was when that isnt even needed others did it on a gd spread sheet ffs no extra programs clock changes blah blsh needed again over complications for the sake if proving a premise
Dod's problem is that he comes across as very abrasive. I don't fault him for this, as a lot of more technical-minded people are like this. However, his followers are frequently even more so, creating a very black and white "my guy's right, your guy's flat wrong and refuses to acknowledge my guy is right" environment. The best thing is to let Dod do his thing, everyone else do theirs. A clarification on why a formula is different (like this video) may be in order, but I unsubscribed to Dod (and a couple of others) during The Division 2 because it just delved into back and forth "no, you!" petty argument response videos. I'd absolutely hate to see that happen here.
@@rickyjanzen6684 agreed 100% there is a way to pool information together and correct mistakes without coming off as a tool. People will always flock to the person who doesn’t come off abrasive as you said!
I know for the Thundercage, the reload says 1.4. But the negative special effect has -reload speed, and as you get dupes, it goes down to 0. However the 1.4 never changes.
This is why I don’t trust reload and fire rate stats. In Remnant 2 and Helldivers 2 (iirc) i had to manually test all the weapons’ reloads and fire rates. Remnant was particularly bad. Ofc ur formula is correct idk how ppl are disagreeing. There are some tricks you can do in-game to increase your DPS though, like manually reloading after your last bullet to remove 1 bullet’s worth of time, so the 6 would become 5.66, resulting in a 4.2% increase in DPS. The strength of this will depend on the fire rate and reload of a given weapon. There’s also reload cancelling as mentioned by another comment, but idk when in the animation you can cancel it so I can’t speak to that. Great content as usual! Mistakes happen, the quality of these vids is still great
You can cancel it right as the new mag is inserted into the weapon by either rolling, grappling, using ability or melee. The mag insert makes a sound for you too if you really wanna get the timing down perfectly.
hey man, really appreciate you doing all the testing and math for the community, i found something that might help. Ive noticed this the most on the Fallen Hope AR, where when you hold down the fire button while reloading, the reload "circle" is barely over half when the gun starts to shoot again with a full mag. I briefly tested this with a few wepons like the Signivores Proof GL and the Wave Of Light SR and it seemed to me that they all dont quite line up with thier reload icon animation.
Once the magazine is loaded in the animation you can cancel the animation , and in my testing (don’t have recorded data unfortunately) certain weapons animations are FASTER.
If you noticed when dodging and seeing the reload bar you can dodge with some weapons close to the reload bar being full and your gun is reloaded while others aren't. The animation has to finish, even in the game the reload bar is off from the true reload time on most weapons. You aren't rolling mid reload the reload and skipping it. The reload finishes before you roll, or the roll cancels your reload.
Reloads get cancelled by shooting or rolling, etc., it's not that the reload time is off, it's that you're able to shoot before the reload is fully finished. (You can see your reload bar going away before it's full). This is because games often give you the ammo count, before the animation is fully finished. Meaning if you can cancel the animation; 'Reload Canceling', then you can get out a bit more DPS, this is common in other shooter games, but it's not as common for you to be able to cancel a reload by shooting, making it very useful in this game in particular. I should note, this doesn't make your numbers wrong, it's just less of the game having wrong reload timers, and more of a simple common bug in shooters, allowing you to dish out a bit more DPS.
Reloads can be canceled with grapple also and it's a little faster. However different types of guns can be reload canceled at different times "some can be canceled as early as 20% of reload bar filled and some as late as 80% of reload bar filled".
@@ryechew The reload cancels are not as consistent among weapons, this is the same in other video games as well. Therefor you can't expect this same effect to be the same among all of the weapons. So my statement still stands, unless you have some other points to bring up I can think about. For example on the Thundercage the reload cancel timer is minimal, it's pretty much finished by the time you cancel it. But the gap is bigger on the Tamer with a big reload, making the pay off much larger. Additionally as the other person mentioned, regardless of what the reload timer is, some weapons just have varying reload cancels, this is because the developer working on it, decides at what point the ammo count should go through, regardless of what the reload timer is actually at.
I dont understand everything in ur vids and thats on me but i still like to watch them to try understand the game more keep it up💪🏼 i would like to see a build video on some guns and chars with ur knowledge
To an extent. This was the argument I had to deal with when trying to explain how Nova's anti armor shells was significantly better than the alternative. You're never going to have the ability to do uninterrupted attacks continuously in a game where you're able to be one shot. So you need to factor in and consider how low reload/magazine needs to be compared to total damage and fire rate that is practical to use. Obviously, this being a non PvP game, it isn't nearly as big of an issue. But I've encountered the problem in other games like DST.
Another good video from you that helps me, you're doing the lords work, thank you. Now I can only hope you will bless us again and do a video on weapon stats (Weapon readjustment)
Every single weapon I've used reloads faster, then stated. On top of that you can reduce the reload time even more by cancelling it with a skill. In regards to dps everything feels so off the statsheet
Learned long division and advanced arithmetic to learn the exact numbers of every single shot so now the games fixed and every piece of content is easy now 🤗
leveling weapons is annoying even with the bunny cave or whatever else so I'm still questioning what weapon to put materials into. i know that it is probably based on what type of content I'm doing, and somehow that hasn't really helped me finalize my decision. i have got my bunny and my thundercage both to mid power maybe, and i have heard at least one person saying that you can beat the entire game with just a thundercage its so good. but if i already have a bunny for mobbing, i am not sure that i need a mobbing gun like thundercage to be maxed. i just barely managed to get a python finished and tried a bit before work to get the leveling going. since it was such an issue to get one, i wonder if i could manage or mentally last through getting more to at least reduce the recoil. after all of that I'm not sure i would want to up a Tamer, but perhaps the answer is a eternal willpower. at the end of the day i just don't know, perhaps by the time i am finished farming the last piece of Ultimate Gley i will have more of a clue. although i realize that perhaps if i am going to use Gley for bossing, then maybe that simply means to all in the vestigial organ.
I have a wild theory that may be total nonsense, but hear me out. This involves some weird assumptions about timing and the reload time maybe not being related to the reload bar. So first, our rounds/min is 180, or 3 rounds/sec, or more importantly 0.33333 seconds/round 1. We start our cycle with bullet one being fired at (close to) 0 seconds. 2. Then we add 0.33333 seconds 17 times, to accommodate the 17 remaining bullets in the magazine. 3. We are now at 5.66661 seconds 4. NOW we add whatever amount of time is between the last bullet firing and the reload bar appearing (in the video, we see that at least some time is spent here since, at 5.91 seconds into the cycle, the magazine is empty but the reload bar doesn't show up until 6.13) 5. The reload bar fills (calculated in this video to be ~2 seconds) 6. Some time passes between the reload bar being filled and the first round being fired (this is not necessarily the 0.33333 seconds/round rate, because we aren't actually firing yet). 7. The first round of the second cycles is fired (at 8.05 in the video) and we start again from step 1. What if the sheet reload stat isn't reflecting the time to fill the reload bar, but instead the time from the last bullet being fired until the game thinks the weapon is reloaded and ready to start spinning up the next cycle? Essentially, what if the reload stat is from the beginning of 4 above to the end of 5 above, not just 5? If we just do this math and add 2.24 seconds to the 5.66661 seconds at which the final bullet fires, we would expect the reload to "finish" at 7.90661 seconds. Sure enough, we look in the video, and sometime around 7.88 seconds, the reload bar is gone. But the next cycle still hasn't started. Essentially, at 7.88 seconds into the cycle, we are somewhere in 6 above. I don't know if this is actually what's going on, why you would report reload times like that if it were, or if there isn't something I'm missing or that's being obfuscated by the reload bar animation clipping a bit. But it may be one plausible explanation for why the reload stats aren't mapping to the reload bar and why the damage calculations are off. If they're assuming all rounds are being fired at a rate of 0.33 rounds/second when the first round may come out more quickly after a reload, the actual dps we calculate would be higher. It would also be a way to justify the drastic discrepancy between sheet reload times and what was found experimentally, that they may actually just be measuring different things.
probably a rounding error caused by floats data types for values that should be integers. Add server tick rates into that equation and there's definitely going to be something off.
Have you accounted for the code related to time ping etc. It can be anywhere from micro seconds to seconds per second. If it is off by 500 milliseconds per second over 6 seconds, thats almost 3 seconds. At 250ms, it's more like 1.5 seconds but it's always going to be within a range depending on your connection to the server. The math would relate to your connection.
It's funky stuff due to connections. Look at how fighting games do predictive damage. It's really complex and involves frame skipping etc to make reactions as quick as possible but you cannot calculate it easily as you would think.
You are comparing raw numbers which are subjective, You need to get 31 people with the same setup doing the test to get an r close to 1 which would allow you to establish where the delay is that skews the numbers. Someone on fiber with a 30 ping will not do the same damage as someone on cable with a 200 ping, or someone on DSL with a 300+ ping. You have to take that into account. Ex. 500 fire rate per minute is 12 rounds a second. If it's tied to FPS performance and ping with a 1 second interval at 100ms, you could be off as much as 12 rounds * dps per second. Between reloads it could hugely affect your damage based on dps, reload times and ping which is per user.
Nexon watching this video and going like... Dude, who has the time to sit there and watch our Gun animations frame by frame and math them together... w.e lets figure out our next Money Grab.
The reason why the reload time is cut short is because of an oversight in the game. Once your character puts a new magazine in their gone it is "reloaded", you don't have to finish the reload animation and you can continue firing if you cancel the reload with a dodge/melee or by holding your fire button during the reload. Holding your aim key can also cancel the reload as well as you can't reload while aiming and the game won't allow you to aim until it is in that "reloaded" state, in which you will also be able to fire on the same frame you aim down your sight. Because of this oversight, there's a reduction to reload time of all weapons (though it isn't consistent because of reload animations being slower than others). If you can figure out the timing of this cancelation for all weapons then you'd be able to find the true effective dps of all weapons but it would be so much work that it's likely better to just calculate with the given reload speed in-game or cut off 20% of the reload time for all weapons and have an approximate dps for all weapons instead of a true dps.
I really, REALLY, want a Valby build from you. I can't wait til you start building. Liking all your videos and can't wait to see some builds. I really wanna know how to best build Valby for skill damage effectively.
Gley has unlimited ammo with some builds so the formula for her is the cast rate of her ability rather than the reload time and then you would have to factor in the duration to determine rounds fired rather than rounds per mag
I don't think you factored in the fact that the reaload animation can be cancelled in half and still succesfully reload. It probably won't make a huge difference, but it is potentially a factor in dps calculation.
Some guns can reload cancel without any canceling like Fallen Hope. You just hold the trigger down and it will start shooting when the reload bar is at 70%. No rolling, no skill cast, no sub melee.
I think the difference in time can be accounted for by the lost of the final "firing cycle" that is interrupted by the reload animation. For example, the gun you used fired 3 bullets per second, which means that the time in between each shot was .3333... seconds. The final "firing cycle" of .33333 seconds never occurs because the reload animation starts IMMEDIATELY after the final shot. This would subtact .3333 seconds away from you initially calculated cycle time. Obviously this is different than the .24 seconds lost during your experiment, but a .09 second difference could easily be attributed to visual misrepresentation, frame limitations, human error, etc.
I wish the game added the extra damage from the randomized Firearm ATK% stat. And maybe an extra tab to add up the bonus damage to colossi/vulgas groups. Though that's just me being lazy to add up myself. But applying percentages to a number, I never understood. I failed math hard during my days in school.
Reloads animations are only canceled if your roll or skill animation take equal to or more than the frames left for reload, it is not saving time just allowing you to have more movement
I think you may find that with different hero's in the game the animation for reloading is going to be a debate where you can animation cancel the reload just by holding the trigger down during reloading which shoots the bullets before the time frame of the actual reloading the gun states. So firing constantly and reloading then holding the trigger button during this time will fire the gun with a full mag before the reload has finished. Like a mini animation cancel
A personal dps meter in the game would be nice. I've beaten all the hardmode bosses solo that I've attempted but i def want to know what damage I'm pumping out.
the math only works if the game is actually firing said number of bullets and they actually hit the target, if they can't even tell us accurate numbers/dps who knows what else isn't happening correctly
Three things : 1. It won't happen because it's humans that are playing the game. It may be a mathematical world, a human usually won't pull off perfect damage cycles. It doesn't mean your math is wrong though haha, I'm just answering your question why it won,t happen ;P 2. You seem to take for granted that you know exactly when to start the count. How do you know for sure that you are starting and ending the count at the exact same time the game is? Because there can be invisible and/or variable delays with the count, in relation to the animation, the internet latency and general responsiveness. You think game starts the count with the mouse click or at the beginning of animation? Or maybe when the first bullet leaves the gun? There is plenty of of room here for even half a second of delay. I think. 3. You don't have the code that the game is based on, you only have pure mathematics. But the game is a world of contextual and intertwined algorithms so even if it is mathematical in nature, you are still missing some possibly very significant data. The mathematical environment that you are formulating your maths from is like space, but the mathematical environment of the game is probably filled with other things that can interfere. Unless you are a game developer and are familiar with the inner workings of the code-to-game funnel, i'd say you should be careful before saying that this is nothing more than pure maths! So those are the points I would oppose to your line of thoughts. Very cool process mate. You are tripping and are very dedicated! For the love of science ;)
You can shoot earlier by doing a "skill check", if you shoot as soon as the descendant puts a mag in the weapon, it's an intended feature to lower reload times, at least that's what I heard from a streamer.
The reload of ALL weapons can be cancelled. You can cancel it by rolling, and even just shooting again. Some needs just holding the button, some needs to press it (i think for 3-round, or single firing mode) If the reload is cancelled before 50%, you don't have the ammos. If you cancel it after 50%, you have your full ammo and can shoot. EDIT : not all weapons are 50%, the tamer for example is about 75-80%) That's why our cycle is shorter. I might be wrong though
you sadly are wrong it heavily depends on the weapon for example the willpower is able to be cancelled at 50% + but for example the tamer only at 80-90% i haven't tested it on other weapons yet but i heard only a select few are able to ne cancelled at 50%
Man i just hope they fix their numbers on guns so you dont have to keep doing this, a dps target like division would be nice too. Idk how acccurate it is but seemed good to me.
It's important to keep in mind that DPS gets misleading in certain situations where your gun never gets a chance to reload. EX1: Tamer against enraged Hanged Man is a lot worse than other guns because it's effective DPS is capped by the boss's incoming laser attack. EX2: those invincibility orbs on bosses that also have timed self-invincibility. The spreadsheets that don't include cycle time are good for selecting a weapon that has a lot of 'burst damage'.
One of that matters here. He is just trying to determine the base actual dps of the guns while standing and shooting endlessly. Any other variables are just that.
I wonder if they do their calculation based on in game ticks and assume it runs at a smooth 60fps (or whatever random fps number the chose). That's the only defense I have for them, otherwise they are simply incompetent, and I hate when the devs can math and the games math isn't mathing.
You can Cancel the animation of the reload by maintining the shooting button,rolling,using abilities,etc. It seems that it's what happened in de 2,2s and I experienced multiple times with different guns. I think it's based on the reload time.
i hope in the future you can turn off the automatic white adjustment of the camera. just the beginning of the video with felt 314x cuts each time the "black" top has a different color. crazy
Below video 2nd tip talks about reload cancelling. 4:25 in. Different weapons can be cancelled at different stages into reload time. It varies quite a lot. czcams.com/video/CDomh5fRpC8/video.htmlsi=At3fNMpBz3F9Fkeq
reload stat is bait because reloads can be animation canceled, fallen hope is a good example because it instantly reloads, it has the fastest clip to gun animation speed allowing u to reload at 15% bar if u hook cancel
I dont really care about DPS showing in game, Python DPS is fuc%$ low, but the DPS increase when you shot on weak point is just insane, DPS in game is just showing if you have crit, if dont it sucks but I'm happy bc it's just on paper
For the folks that dont believe the in-game dps is off, you can literally pick up snipers and scout rifles that have 70+ fire rate yet have a dps lower than the actual weapon dmg lol
Have you got multiple channels or has CZcams unsubbed me? I've been subbed since you did the calculations for Remnant 2's damage and armour but for some reason I've had to resub
Idk if this makes a difference but if you tap the fire button towards the end of the reload he will start shooting sooner than if you were to hold the button down
Yo Nexon, while you're all studying this, can y'all remove the -20% accuracy on the Lv. 4 unique ability for Fallen Hope? I'd prefer to not catalyst an accuracy mod on a MAXED ULTIMATE ASSAULT RIFLE. Anyway, thanks, math guy.
would be intersting to know if passives that have firearm atk listed as the value for the proc generated actually take just flat firearms as value for that proc or if they take weak and crit into account to. so far i presumed they dont. that its just firearms atk. so im maxing out my t4 thunder cage base atk first. sitting at 500k sheatdmg atm. cant remember base atk value.
Why do you have a jump cut almost after every work you speak? It's very distracting. Speak normally, we can follow what you say with a seocnd or two between your words. It's natural. And, you dont have to spend so much time editing to remove thisg like breathing, or pauses. Please
small question, but i was looking which module to level and i saw that some modules that have 2 attributes like Pinpoint shot has firearm atk +8% and weak point damage +2% only increase the first stat, at least thats what the stat preview showed me
man i apriciate you effort and i am happy to see every new video but dont try too much the game mods are a mess and buggy AF.. even the picture and description doesnt match sometime :)) than you can think if the numbers and formulas in the back are right :)) just try resistance mods you will se the clusterfuck
I don't think it makes a difference here, but keep in mind that the default windows calculator setting is not very smart if you click the 3-line-menu in the top left, there is a setting called something like "scientific" (mine's in german for some reason, should be the second option) to give an example: if I type 3+5*2 into the default, it first completes the 3+5 calculation and then multiplies this by 2, meaning it gives me 16, which is wrong. the scientific one waits for you to enter the entire calculation and then does it's job and properly calculates 13 in this example just something I wanted to note because it can potentially lead to errors, though I doubt it would create any here I just don't like seeing the default one in math centered videos is all, great work though, keep it up. don't forget to rest though :) (there's also many other cool options in that menu, for converting temperatures, currencies, mass and many more. and seemingly nobody knows about this)
the game says he does 84 and he tells me that the game is wrong but it is literally showing what you just said was wrong. Honestly it’s just an interesting thing to watch what he says but he imo hasn’t proven anything wrong that has be worth while games math always approximate everything
On a different note maybe the people who made the default calculator expected you to know basic rules of math and how to transfer that to said calculator
3+5*2 is 13? Shouldn’t that be 3+(5*2)? I was taught in school that if there are parenthesis you calculate that first but if not you calculate left to right. Edit: just checked in excel and it calculates both the same way with or without parenthesis so the windows calculator is just flat out wrong
Yeah, I'll just dump all my K Shards on DMG mods. I just discovered that ALL weapons are accurate on Hipfire. Investing in accuracy mods is worthless. 🤣👍
I love seeing people who have a cage with 600k dps but 20% recoil, the gun kicks like a mule and half your shots are missing. I rather have 350k no recoil landing 90% of my mag out dpsing a 600k gun
I really don’t know much about math and stuff and the question maybe is dumb ig but could it be that the connection to the server has influence on this?
My thundercage has 13% crit rate rolled onto it The F1 Menu shows me 20+2.6= 22.6% critrate However in the mod Menu it still shows me 20% critrate and if I use the 39% critrate mod it still just shows me 27.8% so I miss the 2.6% of the rolled Stat
Affixes on weapons do not show on module sheet dps, only tooltip DPS. They do show on F1 weapon tooltips thought they are separate from the mods (as in the mods do not show on F1 info, either. They are also not multiplicative; it does not modify base). Crit DMG on affix and in module will change tooltip dps (when looking at weapon in weapon slots). Crit DMG on weapon will not change module DPS. Crit DMG in modules will not change F1 info. They DO still affect the weapon, and are additive, i.e. 36.3% cdmg on affix and 74.8% cdmg in module will give you x2.188 to critdmg. You can test this with two of the same weapons - one with a crit damage roll, and the other with any of recoil, weapon change speed, bonus fireatk (as long as the lab enemy you're spawning doesn't benefit, or you have the exact same roll on each wep), status effect, rounds per mag, etc. (things that won't affect bullet to bullet damage). I've tested this using a Red Wolf with these numbers, and a Red Wolf with no beneficial affix. It has a base of 1.8, F1 shows 2.453 (+36.3%), module shows 3.146 (+74.8%), bullet damage of 4746 gives crit of 18036. Red Wolf without affix gives 14935. Very dumb that it doesn't communicate stat changes. But the math does check out.
I may be wrong but i think mastery may affect the score, level, manual divergence and weird internal factors :) Also, i found your struggle to infere formulas from experimentations, funny vids :) love it.
Did you try accounting for the fact that the first bullet in the mag is "free" time wise? For instance, if you were to calculate how long it takes to fire 2 sniper shots, you only cycle the bolt once. In your vid calculation you shoud calculate the lenght of your cycle with 17 rounds instead of 18, since that is how many "firing cooldowns" you have to wait
So appearantly you reload cancel if you hold the fire button down. I didnt know this at the time. but damage in 8.24 seconds(without reload cancel) is damage in 8.24 seconds lol and is 183.
there are two options. damage dealt as game reads. and damage dealt as damage gets dealt. Either way is acceptable depending on how you play the game
fallen hope reload way faster than the tooltip, no idea on actual number tho
@jujunul I don't have it or I'd test it lol
@@ryechew easy to farm on fortres its all 20% drop chance 😀
@@jujunul Yes, the reload cancel, goes through almost halfway through the reload bar. So it's very fast. (Just pulled it out).
You are awesome... im a maths nerd myself, .. and a grind masochist.. so I really enjoy this game and your videos are really interessting. You are obviously smarter than me , but we arrive at about the same conclusions, so if it is all wrong at least you are not alone 😊 thanks for the video
Mathematics doesn't apply to me because I miss every shot. 😎
😎
I've had moments like that
✊
You miss 100% of the shots that you miss
Avg tamer with max fire rate enjoyer
Crazy to see you grow from 2.7k to 15.7k in 3 days
He’s growing so fast cause he’s giving the people who play TFD the most important info aswell as interesting info
@@ReignBusmy guy is somehow making math interesting when i never gave a shit throughout high school math classes, yet im finding myself intrigued with this content
So many people making clickbate, empty of any real info vids that when this guy really tried he stood out enough that people take notice.
His big problem will be keeping content real while producing enough to keep the algorithm on his side.
@_Nyte_Nyte_Time_ It just goes to show alot of teachers don't understand how to make learning fun/interesting.
16k now
As a biology nerd, I appreciate the math nerds helping me out with videogames by doing all the math I can't
As an anthropology nerd, I love watching it all come together.
As someone who understands math but isn't formally educated, I find that math is crucial for understanding games like these. Without clear calculations and equations, it feels like just guessing when trying to figure out things like damage and resistances.
As a making and eating nachos nerd, I appreciate the math nerds helping me out with video games by doing all the math I can't because my hands are full.
As a coding nerd, I appreciate the math nerds helping me out in video games by doing all the math that I cba to do knowing how tedious the systems can be.
Like how are you supposed to calculate the weak point modifier when it's uptime is entirely dependant on the players accuracy which varies from person to person? There's no exact ratio like with crit so numbers will never be 100% accurate. The guys that do the math are legends.
They should add some kind of damage screen in the testing area, where it can show you the total damage and damage per second. When you change mods in the area you can test it again to figure out which mods are best for your weapons and for each faction of enemy
@Frost-xv2my then everyone would know there math needs work lol
Remnant has this feature
@@ryechew That's only if the damage per second the game showed you was correct. If they messed up the math this bad, they'd probably mess that up too.
Sustained dps vs dps ,the game probably dont take the reloads into account
I was pretty surprised the laboratory DOESN'T have this feature. You would think it would show total damage dealt at least with a timer so you can calculate dps yourself. I'd imagine its coming later on.
Dod is a good dude, he knows his stuff. He is more than willing to combine resources. Reach out to him!
dod gave him the calcs me and someone got dod to make his review of ryes math and show his
rye here has ego because his channel blew up suddenly and he doesnt wanna say i was wrong
dod and a handful of smaller channels who have done this sorta stuff for years for games already figured this out and rye here refuses to see the forest for the trees
they show exact math w testing and proof it works
rye here is like oh the game is wrong its displaying the wrong numbers
he refuses to believe what the gsme which is the ultimate calculator and claiming he is right
the fact that he references dod but copes and says he doesnt know how he got his results then pushes some sponsor wannabe bs to downlod a dif program that isnt the game to do these massive leaps to make HIS formula work when it doesnt in the game where it matters while dod and others does yeah no
this is infuriating honestly i hate seeing people blow up for bad info or clickbait bs while other channels dont and they are the ones doing the work
@@Nomadic_Gaming you seem like a huge hater lol. The guy admits his mistake then corrects himself and shows examples and explains himself, but you see 'EGO'. If anything, dod can always make another response to this video disproving it if he can.
Also, the game numbers ARE wrong. That's not an opinion, its a fact....we literally ALL know that the numbers don't include element and weakpoint...so how could the dps number in the game be right?????
@@blacknova7789 the game number displayed on the wep is wrong when you shoot something the numbers shown w his calc are wrong dods are correct meaning you csn use his formula for dmg on hit of weakpoint crit crit weakpoint and thus calc actual dps
that is the problem rye is forcing himself down this wrong idea of my formula needs to be the math to make the dps on the gun match my math vs his math showing what the actual dps is
you dont day its wrong then build a formula to prove it right vs finding the math of what the actual damage is then doing calcs for proper dps both burst and sustained and hes coping w these oh reload and rof is bugged no it isnt again other channels their math is correct because its taking the games math filling in what it does and doesnt show and gives us the proper end number to gauge dps by
rye is simply dying on this hill he even describes it as defending his formula but is saying its not right because the game isnt
no the game calculations for what it does calc are correct it just leaves out stuff you account for its simple and hes over complicating it for no reason
i like his presentation style and the fact hes trying todo the math on this but doing it wrong doesnt help the community or game neither does pushing outside apps or programs for whatever weird shilling that was when that isnt even needed others did it on a gd spread sheet ffs no extra programs clock changes blah blsh needed again
over complications for the sake if proving a premise
Dod's problem is that he comes across as very abrasive. I don't fault him for this, as a lot of more technical-minded people are like this. However, his followers are frequently even more so, creating a very black and white "my guy's right, your guy's flat wrong and refuses to acknowledge my guy is right" environment. The best thing is to let Dod do his thing, everyone else do theirs. A clarification on why a formula is different (like this video) may be in order, but I unsubscribed to Dod (and a couple of others) during The Division 2 because it just delved into back and forth "no, you!" petty argument response videos. I'd absolutely hate to see that happen here.
@@rickyjanzen6684 agreed 100% there is a way to pool information together and correct mistakes without coming off as a tool. People will always flock to the person who doesn’t come off abrasive as you said!
I know for the Thundercage, the reload says 1.4. But the negative special effect has -reload speed, and as you get dupes, it goes down to 0. However the 1.4 never changes.
I think that's a translation issue and it is the "reload rate" for the special ability. It makes the thunder cage explosion proc not have a cooldown.
@@Klozen1 makes sense actually
@Klozen1 this would make so much more sense, was looking at this start earlier wondering wtf it was actually doing lol.
Thanks!
@@Klozen1no. With only one upgrade I’ve had the proc go off immediately consecutively several times without any kind of cooldown.
@@Klozen1 Unfortunately not the case. There's no cooldown, it's just a proc chance.
This is why I don’t trust reload and fire rate stats. In Remnant 2 and Helldivers 2 (iirc) i had to manually test all the weapons’ reloads and fire rates. Remnant was particularly bad.
Ofc ur formula is correct idk how ppl are disagreeing.
There are some tricks you can do in-game to increase your DPS though, like manually reloading after your last bullet to remove 1 bullet’s worth of time, so the 6 would become 5.66, resulting in a 4.2% increase in DPS.
The strength of this will depend on the fire rate and reload of a given weapon. There’s also reload cancelling as mentioned by another comment, but idk when in the animation you can cancel it so I can’t speak to that.
Great content as usual! Mistakes happen, the quality of these vids is still great
You can cancel it right as the new mag is inserted into the weapon by either rolling, grappling, using ability or melee. The mag insert makes a sound for you too if you really wanna get the timing down perfectly.
Not the hero we deserve, but the hero we need!
Dude just put on the coolest looking gun like everyone else
hey man, really appreciate you doing all the testing and math for the community, i found something that might help. Ive noticed this the most on the Fallen Hope AR, where when you hold down the fire button while reloading, the reload "circle" is barely over half when the gun starts to shoot again with a full mag. I briefly tested this with a few wepons like the Signivores Proof GL and the Wave Of Light SR and it seemed to me that they all dont quite line up with thier reload icon animation.
You’re a badass! You admit when you’re wrong and find a way to improve! We need more people like you!
Great content! I/We really appreciate your videos.
I always keep in mind that the DPS is only true if you hit the target :D
There are also dmg types and resistances like „pierce“
Once the magazine is loaded in the animation you can cancel the animation , and in my testing (don’t have recorded data unfortunately) certain weapons animations are FASTER.
If you noticed when dodging and seeing the reload bar you can dodge with some weapons close to the reload bar being full and your gun is reloaded while others aren't. The animation has to finish, even in the game the reload bar is off from the true reload time on most weapons. You aren't rolling mid reload the reload and skipping it. The reload finishes before you roll, or the roll cancels your reload.
"And that is why... I'm psychic" 😂
Love this kind of content for the first descendant awesome vid!
Love that u show ur work n clarify mistakes
Just the way I like it, calculated. Precise. The joy love shows. The effort and quality is magnificent. Subbed of course :D
Reloads get cancelled by shooting or rolling, etc., it's not that the reload time is off, it's that you're able to shoot before the reload is fully finished. (You can see your reload bar going away before it's full).
This is because games often give you the ammo count, before the animation is fully finished. Meaning if you can cancel the animation; 'Reload Canceling', then you can get out a bit more DPS, this is common in other shooter games, but it's not as common for you to be able to cancel a reload by shooting, making it very useful in this game in particular.
I should note, this doesn't make your numbers wrong, it's just less of the game having wrong reload timers, and more of a simple common bug in shooters, allowing you to dish out a bit more DPS.
Reloads can be canceled with grapple also and it's a little faster. However different types of guns can be reload canceled at different times "some can be canceled as early as 20% of reload bar filled and some as late as 80% of reload bar filled".
If this was true all guns would be wrong. But they aren't. I just hold the button down. But even if it was the dps numbers still the same
@@ryechew The reload cancels are not as consistent among weapons, this is the same in other video games as well. Therefor you can't expect this same effect to be the same among all of the weapons. So my statement still stands, unless you have some other points to bring up I can think about.
For example on the Thundercage the reload cancel timer is minimal, it's pretty much finished by the time you cancel it. But the gap is bigger on the Tamer with a big reload, making the pay off much larger.
Additionally as the other person mentioned, regardless of what the reload timer is, some weapons just have varying reload cancels, this is because the developer working on it, decides at what point the ammo count should go through, regardless of what the reload timer is actually at.
Canceling the reload animation doesn't increase your dps numbers, but it does allow you to start shooting sooner, therefore giving more dps @ryechew
The reloading is pretty much like Cod
Восхищаюсь вами профессор! с недавнего времени смотрю каждое ваше видео и прошу продолжайте в том же духе! нам нужно больше математики!
Im curious if decendants have a built in attack speed modifier for guns or whats accounting for that extra attack speed
Bill rye the mathematics guy, good on you for making a stance and defending it with facts. Rather than "trust me guys, I know".
Round 2 Let's go! Next stop, breaking Kyle!
I dont understand everything in ur vids and thats on me but i still like to watch them to try understand the game more keep it up💪🏼 i would like to see a build video on some guns and chars with ur knowledge
I'm trying to find ways for people to under stand the math in games
@@ryechew u doing everything right imo but its just my understanding for math it never was a thing i was good at
To an extent. This was the argument I had to deal with when trying to explain how Nova's anti armor shells was significantly better than the alternative. You're never going to have the ability to do uninterrupted attacks continuously in a game where you're able to be one shot. So you need to factor in and consider how low reload/magazine needs to be compared to total damage and fire rate that is practical to use.
Obviously, this being a non PvP game, it isn't nearly as big of an issue. But I've encountered the problem in other games like DST.
Another good video from you that helps me, you're doing the lords work, thank you. Now I can only hope you will bless us again and do a video on weapon stats (Weapon readjustment)
you're doing the real work. well done
Every single weapon I've used reloads faster, then stated. On top of that you can reduce the reload time even more by cancelling it with a skill. In regards to dps everything feels so off the statsheet
Talk about when preparation meets opportunity. Your channel is growing FAST cuz of all these TFD math classes 🎉👏🏽
Learned long division and advanced arithmetic to learn the exact numbers of every single shot so now the games fixed and every piece of content is easy now 🤗
leveling weapons is annoying even with the bunny cave or whatever else so I'm still questioning what weapon to put materials into. i know that it is probably based on what type of content I'm doing, and somehow that hasn't really helped me finalize my decision. i have got my bunny and my thundercage both to mid power maybe, and i have heard at least one person saying that you can beat the entire game with just a thundercage its so good. but if i already have a bunny for mobbing, i am not sure that i need a mobbing gun like thundercage to be maxed. i just barely managed to get a python finished and tried a bit before work to get the leveling going. since it was such an issue to get one, i wonder if i could manage or mentally last through getting more to at least reduce the recoil. after all of that I'm not sure i would want to up a Tamer, but perhaps the answer is a eternal willpower. at the end of the day i just don't know, perhaps by the time i am finished farming the last piece of Ultimate Gley i will have more of a clue. although i realize that perhaps if i am going to use Gley for bossing, then maybe that simply means to all in the vestigial organ.
Awesome work man now I can do more testing 💪🏾💪🏾💪🏾
I have a wild theory that may be total nonsense, but hear me out. This involves some weird assumptions about timing and the reload time maybe not being related to the reload bar.
So first, our rounds/min is 180, or 3 rounds/sec, or more importantly 0.33333 seconds/round
1. We start our cycle with bullet one being fired at (close to) 0 seconds.
2. Then we add 0.33333 seconds 17 times, to accommodate the 17 remaining bullets in the magazine.
3. We are now at 5.66661 seconds
4. NOW we add whatever amount of time is between the last bullet firing and the reload bar appearing (in the video, we see that at least some time is spent here since, at 5.91 seconds into the cycle, the magazine is empty but the reload bar doesn't show up until 6.13)
5. The reload bar fills (calculated in this video to be ~2 seconds)
6. Some time passes between the reload bar being filled and the first round being fired (this is not necessarily the 0.33333 seconds/round rate, because we aren't actually firing yet).
7. The first round of the second cycles is fired (at 8.05 in the video) and we start again from step 1.
What if the sheet reload stat isn't reflecting the time to fill the reload bar, but instead the time from the last bullet being fired until the game thinks the weapon is reloaded and ready to start spinning up the next cycle? Essentially, what if the reload stat is from the beginning of 4 above to the end of 5 above, not just 5?
If we just do this math and add 2.24 seconds to the 5.66661 seconds at which the final bullet fires, we would expect the reload to "finish" at 7.90661 seconds.
Sure enough, we look in the video, and sometime around 7.88 seconds, the reload bar is gone. But the next cycle still hasn't started. Essentially, at 7.88 seconds into the cycle, we are somewhere in 6 above.
I don't know if this is actually what's going on, why you would report reload times like that if it were, or if there isn't something I'm missing or that's being obfuscated by the reload bar animation clipping a bit. But it may be one plausible explanation for why the reload stats aren't mapping to the reload bar and why the damage calculations are off. If they're assuming all rounds are being fired at a rate of 0.33 rounds/second when the first round may come out more quickly after a reload, the actual dps we calculate would be higher. It would also be a way to justify the drastic discrepancy between sheet reload times and what was found experimentally, that they may actually just be measuring different things.
probably a rounding error caused by floats data types for values that should be integers. Add server tick rates into that equation and there's definitely going to be something off.
Alot of mods are multiplicative in this game, i hate that. There should be some
Mods that become additive to the base stats.
OR AT LEAST STATE Properly that it is multiplicative. I add one random ass mode to my build and boom 1,5x dmg , like wtf nexon.
the blue elemental mods are added im pretty sure
Have you accounted for the code related to time ping etc. It can be anywhere from micro seconds to seconds per second. If it is off by 500 milliseconds per second over 6 seconds, thats almost 3 seconds. At 250ms, it's more like 1.5 seconds but it's always going to be within a range depending on your connection to the server. The math would relate to your connection.
It's funky stuff due to connections. Look at how fighting games do predictive damage. It's really complex and involves frame skipping etc to make reactions as quick as possible but you cannot calculate it easily as you would think.
You are comparing raw numbers which are subjective, You need to get 31 people with the same setup doing the test to get an r close to 1 which would allow you to establish where the delay is that skews the numbers. Someone on fiber with a 30 ping will not do the same damage as someone on cable with a 200 ping, or someone on DSL with a 300+ ping. You have to take that into account. Ex. 500 fire rate per minute is 12 rounds a second. If it's tied to FPS performance and ping with a 1 second interval at 100ms, you could be off as much as 12 rounds * dps per second. Between reloads it could hugely affect your damage based on dps, reload times and ping which is per user.
Nexon watching this video and going like... Dude, who has the time to sit there and watch our Gun animations frame by frame and math them together... w.e lets figure out our next Money Grab.
love it when thing pop off with nerds. they fight with numerical formulas and thesis'
You’re awesome dude. Thank you for doing all the math for me so I don’t have to take the time lol
The reason why the reload time is cut short is because of an oversight in the game. Once your character puts a new magazine in their gone it is "reloaded", you don't have to finish the reload animation and you can continue firing if you cancel the reload with a dodge/melee or by holding your fire button during the reload. Holding your aim key can also cancel the reload as well as you can't reload while aiming and the game won't allow you to aim until it is in that "reloaded" state, in which you will also be able to fire on the same frame you aim down your sight. Because of this oversight, there's a reduction to reload time of all weapons (though it isn't consistent because of reload animations being slower than others). If you can figure out the timing of this cancelation for all weapons then you'd be able to find the true effective dps of all weapons but it would be so much work that it's likely better to just calculate with the given reload speed in-game or cut off 20% of the reload time for all weapons and have an approximate dps for all weapons instead of a true dps.
Wrong. The reload time being cut short after the last round is fired is because a firing interval is removed. you should check out Dods video
@@StuBoi-nWo Oh, so it being cancelable is just due to an oversight in fire intervals and not in animations? Also, I'll be sure to check it out.
I really, REALLY, want a Valby build from you. I can't wait til you start building. Liking all your videos and can't wait to see some builds. I really wanna know how to best build Valby for skill damage effectively.
Best valby ability build is crit with supply moisture. Stack all skill crit chance/dam and make sure your reactor has crit dam/chance
Best valby ability build is crit with supply moisture. Stack all skill crit chance/dam and make sure your reactor has crit dam/chance
Try Freyna and get the poisoned footprints mod and use the movement speed gun mod. Actually kinda fun.
@@jpibmg I'll give this a try as I just went through the reactors I was saving for her and have a gold/purp double crit one waiting.
Gley has unlimited ammo with some builds so the formula for her is the cast rate of her ability rather than the reload time and then you would have to factor in the duration to determine rounds fired rather than rounds per mag
I don't think you factored in the fact that the reaload animation can be cancelled in half and still succesfully reload. It probably won't make a huge difference, but it is potentially a factor in dps calculation.
Some guns can reload cancel without any canceling like Fallen Hope. You just hold the trigger down and it will start shooting when the reload bar is at 70%.
No rolling, no skill cast, no sub melee.
I think the difference in time can be accounted for by the lost of the final "firing cycle" that is interrupted by the reload animation. For example, the gun you used fired 3 bullets per second, which means that the time in between each shot was .3333... seconds. The final "firing cycle" of .33333 seconds never occurs because the reload animation starts IMMEDIATELY after the final shot. This would subtact .3333 seconds away from you initially calculated cycle time. Obviously this is different than the .24 seconds lost during your experiment, but a .09 second difference could easily be attributed to visual misrepresentation, frame limitations, human error, etc.
Also, this is just a hypothesis, not meant to be an insult as I'm still trying to figure it out myself
Shoutout to Davinci Resolve for being such a goated free editing software
In game ticks not IRL seconds possibly for anomalies
I wish the game added the extra damage from the randomized Firearm ATK% stat. And maybe an extra tab to add up the bonus damage to colossi/vulgas groups. Though that's just me being lazy to add up myself.
But applying percentages to a number, I never understood. I failed math hard during my days in school.
Reloads animations are only canceled if your roll or skill animation take equal to or more than the frames left for reload, it is not saving time just allowing you to have more movement
I think you may find that with different hero's in the game the animation for reloading is going to be a debate where you can animation cancel the reload just by holding the trigger down during reloading which shoots the bullets before the time frame of the actual reloading the gun states.
So firing constantly and reloading then holding the trigger button during this time will fire the gun with a full mag before the reload has finished.
Like a mini animation cancel
A personal dps meter in the game would be nice. I've beaten all the hardmode bosses solo that I've attempted but i def want to know what damage I'm pumping out.
the math only works if the game is actually firing said number of bullets and they actually hit the target, if they can't even tell us accurate numbers/dps who knows what else isn't happening correctly
Three things :
1. It won't happen because it's humans that are playing the game.
It may be a mathematical world, a human usually won't pull off perfect damage cycles.
It doesn't mean your math is wrong though haha, I'm just answering your question why it won,t happen ;P
2. You seem to take for granted that you know exactly when to start the count.
How do you know for sure that you are starting and ending the count at the exact same time the game is?
Because there can be invisible and/or variable delays with the count, in relation to the animation, the internet latency and general responsiveness.
You think game starts the count with the mouse click or at the beginning of animation?
Or maybe when the first bullet leaves the gun? There is plenty of of room here for even half a second of delay.
I think.
3. You don't have the code that the game is based on, you only have pure mathematics. But the game is a world of contextual and intertwined algorithms so even if it is mathematical in nature, you are still missing some possibly very significant data. The mathematical environment that you are formulating your maths from is like space, but the mathematical environment of the game is probably filled with other things that can interfere. Unless you are a game developer and are familiar with the inner workings of the code-to-game funnel, i'd say you should be careful before saying that this is nothing more than pure maths!
So those are the points I would oppose to your line of thoughts.
Very cool process mate. You are tripping and are very dedicated!
For the love of science ;)
You can shoot earlier by doing a "skill check", if you shoot as soon as the descendant puts a mag in the weapon, it's an intended feature to lower reload times, at least that's what I heard from a streamer.
The reload of ALL weapons can be cancelled. You can cancel it by rolling, and even just shooting again. Some needs just holding the button, some needs to press it (i think for 3-round, or single firing mode)
If the reload is cancelled before 50%, you don't have the ammos.
If you cancel it after 50%, you have your full ammo and can shoot. EDIT : not all weapons are 50%, the tamer for example is about 75-80%)
That's why our cycle is shorter.
I might be wrong though
Yeah, I cancel mine with Freyna Q all the time.
you sadly are wrong it heavily depends on the weapon for example the willpower is able to be cancelled at 50% + but for example the tamer only at 80-90% i haven't tested it on other weapons yet but i heard only a select few are able to ne cancelled at 50%
@@minzekatze You're right, i edited my comment
@@minzekatzethunder cage is at 25%
The Blue Lion or whatever, you can cut it down to almost nothing. Kinda crazy.
Bold of you to assume I hit all my shots
Im not sure if you know this: for a majority of guns if you roll in the dead middle of the animation or later you can lessen you reload time in half.
in warframe we call this sustained dps, if you dont take into account the reload its burst dps
Man i just hope they fix their numbers on guns so you dont have to keep doing this, a dps target like division would be nice too. Idk how acccurate it is but seemed good to me.
It's important to keep in mind that DPS gets misleading in certain situations where your gun never gets a chance to reload. EX1: Tamer against enraged Hanged Man is a lot worse than other guns because it's effective DPS is capped by the boss's incoming laser attack. EX2: those invincibility orbs on bosses that also have timed self-invincibility. The spreadsheets that don't include cycle time are good for selecting a weapon that has a lot of 'burst damage'.
One of that matters here. He is just trying to determine the base actual dps of the guns while standing and shooting endlessly. Any other variables are just that.
its clear pretty fast the game doesn't calculate weakpoint and ele dmg. you can see that when swapping out modules.
I wonder if they do their calculation based on in game ticks and assume it runs at a smooth 60fps (or whatever random fps number the chose).
That's the only defense I have for them, otherwise they are simply incompetent, and I hate when the devs can math and the games math isn't mathing.
You can Cancel the animation of the reload by maintining the shooting button,rolling,using abilities,etc. It seems that it's what happened in de 2,2s and I experienced multiple times with different guns. I think it's based on the reload time.
i hope in the future you can turn off the automatic white adjustment of the camera. just the beginning of the video with felt 314x cuts each time the "black" top has a different color.
crazy
Before watching.....I'd guess maybe range? Being out of optimal ranges for what you're using? Orrrr some weapons have like critical modifiers?
Below video 2nd tip talks about reload cancelling. 4:25 in. Different weapons can be cancelled at different stages into reload time. It varies quite a lot.
czcams.com/video/CDomh5fRpC8/video.htmlsi=At3fNMpBz3F9Fkeq
My favorite math nerd in all the best ways!!! Keep the content coming!
reload stat is bait because reloads can be animation canceled, fallen hope is a good example because it instantly reloads, it has the fastest clip to gun animation speed allowing u to reload at 15% bar if u hook cancel
I’m curious what the most mathematically perfect Thundercage is, brilliant stuff as always!
Prob from the guy that killed hard devourer in 32 seconds with it without any added ability damage from the character.
soooo where is the spread sheet for all weapons with correct values? xD
good work! greets from germany
I dont really care about DPS showing in game, Python DPS is fuc%$ low, but the DPS increase when you shot on weak point is just insane, DPS in game is just showing if you have crit, if dont it sucks but I'm happy bc it's just on paper
MATH WARS! 😆
Nice to see a YTber that isn't a meme lord, copy paste, clickbater
I’ll tell you why your math is wrong. Ill miss every shot and you forgot to calculate that in haha 😎
For the folks that dont believe the in-game dps is off, you can literally pick up snipers and scout rifles that have 70+ fire rate yet have a dps lower than the actual weapon dmg lol
Ah the old using your TV as a whiteboard trick.
Here we go!
Have you got multiple channels or has CZcams unsubbed me? I've been subbed since you did the calculations for Remnant 2's damage and armour but for some reason I've had to resub
math does not lie !
watch this turn out to be some wierd framerate issue lol
Sweet. I can stop farming for the perforator now… the drop rates are insanely low😑
I have no idea why I watch these I can barely multiply
Am I the only that though there is a float casting as an integer on some type of weapons that lead to faster reloading ?
Idk if this makes a difference but if you tap the fire button towards the end of the reload he will start shooting sooner than if you were to hold the button down
I bet the reason for the shown numbers is just some really lazy rounding going on
Yo Nexon, while you're all studying this, can y'all remove the -20% accuracy on the Lv. 4 unique ability for Fallen Hope? I'd prefer to not catalyst an accuracy mod on a MAXED ULTIMATE ASSAULT RIFLE.
Anyway, thanks, math guy.
would be intersting to know if passives that have firearm atk listed as the value for the proc generated actually take just flat firearms as value for that proc or if they take weak and crit into account to. so far i presumed they dont. that its just firearms atk. so im maxing out my t4 thunder cage base atk first. sitting at 500k sheatdmg atm. cant remember base atk value.
Why do you have a jump cut almost after every work you speak? It's very distracting. Speak normally, we can follow what you say with a seocnd or two between your words. It's natural. And, you dont have to spend so much time editing to remove thisg like breathing, or pauses.
Please
small question, but i was looking which module to level and i saw that some modules that have 2 attributes like Pinpoint shot has firearm atk +8% and weak point damage +2% only increase the first stat, at least thats what the stat preview showed me
man i apriciate you effort and i am happy to see every new video but dont try too much the game mods are a mess and buggy AF.. even the picture and description doesnt match sometime :)) than you can think if the numbers and formulas in the back are right :)) just try resistance mods you will se the clusterfuck
I don't think it makes a difference here, but keep in mind that the default windows calculator setting is not very smart
if you click the 3-line-menu in the top left, there is a setting called something like "scientific" (mine's in german for some reason, should be the second option)
to give an example: if I type 3+5*2 into the default, it first completes the 3+5 calculation and then multiplies this by 2, meaning it gives me 16, which is wrong. the scientific one waits for you to enter the entire calculation and then does it's job and properly calculates 13 in this example
just something I wanted to note because it can potentially lead to errors, though I doubt it would create any here
I just don't like seeing the default one in math centered videos is all, great work though, keep it up. don't forget to rest though :)
(there's also many other cool options in that menu, for converting temperatures, currencies, mass and many more. and seemingly nobody knows about this)
the game says he does 84 and he tells me that the game is wrong but it is literally showing what you just said was wrong. Honestly it’s just an interesting thing to watch what he says but he imo hasn’t proven anything wrong that has be worth while games math always approximate everything
On a different note maybe the people who made the default calculator expected you to know basic rules of math and how to transfer that to said calculator
3+5*2 is 13? Shouldn’t that be 3+(5*2)? I was taught in school that if there are parenthesis you calculate that first but if not you calculate left to right. Edit: just checked in excel and it calculates both the same way with or without parenthesis so the windows calculator is just flat out wrong
@@blackyvertigo U always do division/multiplication first regardless wtf do they teach at school these days
Yeah, I'll just dump all my K Shards on DMG mods.
I just discovered that ALL weapons are accurate on Hipfire. Investing in accuracy mods is worthless. 🤣👍
I love seeing people who have a cage with 600k dps but 20% recoil, the gun kicks like a mule and half your shots are missing. I rather have 350k no recoil landing 90% of my mag out dpsing a 600k gun
I really don’t know much about math and stuff and the question maybe is dumb ig but could it be that the connection to the server has influence on this?
In other words GIGO. 😉
My thundercage has 13% crit rate rolled onto it
The F1 Menu shows me 20+2.6= 22.6% critrate
However in the mod Menu it still shows me 20% critrate and if I use the 39% critrate mod it still just shows me 27.8% so I miss the 2.6% of the rolled Stat
Affixes on weapons do not show on module sheet dps, only tooltip DPS. They do show on F1 weapon tooltips thought they are separate from the mods (as in the mods do not show on F1 info, either. They are also not multiplicative; it does not modify base).
Crit DMG on affix and in module will change tooltip dps (when looking at weapon in weapon slots). Crit DMG on weapon will not change module DPS. Crit DMG in modules will not change F1 info. They DO still affect the weapon, and are additive, i.e. 36.3% cdmg on affix and 74.8% cdmg in module will give you x2.188 to critdmg.
You can test this with two of the same weapons - one with a crit damage roll, and the other with any of recoil, weapon change speed, bonus fireatk (as long as the lab enemy you're spawning doesn't benefit, or you have the exact same roll on each wep), status effect, rounds per mag, etc. (things that won't affect bullet to bullet damage). I've tested this using a Red Wolf with these numbers, and a Red Wolf with no beneficial affix. It has a base of 1.8, F1 shows 2.453 (+36.3%), module shows 3.146 (+74.8%), bullet damage of 4746 gives crit of 18036. Red Wolf without affix gives 14935.
Very dumb that it doesn't communicate stat changes. But the math does check out.
I may be wrong but i think mastery may affect the score, level, manual divergence and weird internal factors :) Also, i found your struggle to infere formulas from experimentations, funny vids :) love it.
Did you try accounting for the fact that the first bullet in the mag is "free" time wise? For instance, if you were to calculate how long it takes to fire 2 sniper shots, you only cycle the bolt once. In your vid calculation you shoud calculate the lenght of your cycle with 17 rounds instead of 18, since that is how many "firing cooldowns" you have to wait