
Their projectiles increase in speed overtime, and they seem to deal some sort of splash damage. The rounded up thing also didn’t affect any roses for some reason. If the damage either has 1 or 0 decimals, then the damage gets INCREASED by 0,1 for some reason.īecause this rounded up thing doesn’t affect spray damage, spray characters can have more than one decimal. After all multipliers are added, (crit-, damage upgrade-, goat buff-, party time multipliers, and some others) the damage gets rounded UP to one decimal. To do this, I used characters that )splash damage. To measure the projectile speed, I first had to measure the distance I were shooting at. I then looked at when the damage started and stopped falling off. Afterwards I activated the flag of power, so I could have 3 times higher accuracy, then moved the weeds/browncoats to where I wanted to shoot them. To have something to shoot at, I had to freeze the backyard with a glitch using the delivery missions. I would then draw lines 2,5 stone slabs apart. To do this, I first found out the the sidewalks in the backyard, contain stone slabs that have 2 meter long sides. To measure the damage falloff distances, I first had to draw lines 5 meters apart. I know my values are 5 meters too short, because I have compared the values in the chart, and some balancing patches. I think that what the values feel like, is more important that what the values are, so I’m not going to change them. I am almost 100% sure that all (or most) of the damage falloff start and end distance values, that are not 0, are 5 higher than what I wrote in the chart, but from my testing they felt 5 meters shorter than they actually are (have no idea why). Every character that doesn’t shoot projectiles, deal this kind of damage.ĭamage falloff distances, determine when the impact and splash damage, starts and stops falling off.
#Gw2 star chart basics upgrade
This damage is affected by damage upgrade multipliers, but not crit multipliers. Spray damage, is the close range only damage that is dealt by a spray, and not a projectile. This damage is not affected by either the crit or damage upgrade multipliers. Splash damage, is the damage dealt to a character on a near miss. This value is unpredictable, so I had trouble measuring it accurately, but when u/masked_koopa came and helped me with the few values I were unsure about, everything was on point. The damage upgrade multiplier, is what the impact damage and spray damage gets multiplied by. The crit multiplier, is what the impact damage gets multiplied by, if you get a crit. Impact damage is affected by both crit, and damage upgrade multipliers. This value can always be multiplied by 4 to give a whole number. Impact damage, is a part of the damage dealt on a direct hit. After that I would multiply it by 60 then round that up/down the the nearest number divisible by 5, or what I thought the value was. After that, I would divide 60 by the average delay to get the fire rate in shots per second. To measure it, I would record at 60fps and look at the average delay between each shot in frames.
#Gw2 star chart basics Patch
In patch notes, the rate of fire changes were mentioned in Shots per Second, so I'm assuming it’s coded this way too. Next up are most of the values of the different characters that I used to calculate their damage output. DOT was also taken into consideration when calculating all these values. Reload times were taken into consideration, if the character didn’t have enough ammo to vanquish a 125 HP character with one clip. And last is how fast a character can vanquish 125 HP characters with the first shot fired after 0 seconds. These columns are the most important, as they tell you how good the character is at bursting out smaller amounts of damage quickly. The next few columns include their damage output after one second with decimals in their Shots per Second value taken into consideration. The first few columns contain the average DPS of each character, without reload times taken into consideration for most characters. Although the layout is a bit different, the colors are quite similar to u/masked_koopa ’s DPS charts. I ended up doing 90-95-ish% of the work alone. U/maksed_koopa helped me test the damage upgrade multiplier of some characters I were unsure about (Jade Cactus, Roadie Z and Physicists). Until I do make a third version, I will keep updating this one for future balancing patches. I’m still not completely satisfied with the layout, so I’ll probably make a 3rd version some time in the future. V2 fixed some of the mistakes I made in the previous version, and added damage falloff distances, impata, husk hop, and much more.
