In the Æ, it says that grenadiers have a .25x multiplier to cooldown at close range and a 1.5x multiplier at long range, but I’m pretty sure grenadier DPS is not 6x better at close range, and coh2.db says they only have twice the dps at close range.
How does cooldown work?!
How does cooldown work?
1 Apr 2020, 19:26 PM
#1
Posts: 789
1 Apr 2020, 19:31 PM
#2
Posts: 17914 | Subs: 8
Cooldowns have very low impact on infantry DPS.
Its all about rate of fire, reload and accuracy.
Other factors, while still factors, are not contributing all that much.
You can google the dps formula or wait for an egghead to post it here.
Its all about rate of fire, reload and accuracy.
Other factors, while still factors, are not contributing all that much.
You can google the dps formula or wait for an egghead to post it here.
1 Apr 2020, 20:29 PM
#3
Posts: 13496 | Subs: 1
In the Æ, it says that grenadiers have a .25x multiplier to cooldown at close range and a 1.5x multiplier at long range, but I’m pretty sure grenadier DPS is not 6x better at close range, and coh2.db says they only have twice the dps at close range.
How does cooldown work?!
It is a time between shot or bursts, weapons that do not fire single slot will go on cool down between shots or burst.
The number for grenadier are:
Cooldown time near 0.19 - 0.31
Cooldown time mid 0.75 - 1.25
Cooldown time far 1.13 - 1.88
The total DPS has number of other factor so the relation is not linear.
1 Apr 2020, 20:56 PM
#4
Posts: 8154 | Subs: 2
Egghead here, search function is wonderful for this things.
Those are 2 different ways to calculate DPS.
In the first formula you can see how Dmg and Accuracy changes affect the dmg linearly while any other values have a lower effect.
There might be some small discrepancies but i did this a while ago to test the effectiveness of bulletins.
Those are 2 different ways to calculate DPS.
In the first formula you can see how Dmg and Accuracy changes affect the dmg linearly while any other values have a lower effect.
There might be some small discrepancies but i did this a while ago to test the effectiveness of bulletins.
Did the math.
Notes:
-I expect the Reload bulletins affecting Reload duration and not Reload frequency.
-I made the calculations based on the Gren Kar at mid range. Cooldown modifiers are better at longer range than at close range
+3 Accuracy: increases damage by 3%
5% cooldown: increases damage by 1.21%
3% Reload: ... by 0.27%
2% Reload + 2% Cooldown: ... by 0.66%
Basically using all 3 bulletins gives you a 5% increase damage.
1 Apr 2020, 21:47 PM
#5
Posts: 13496 | Subs: 1
Well CD can be very important on some weapons like the PTRS when firing on vehicles.
"Inspire infatry" probably increase their DPS allot more than 5%.
"Inspire infatry" probably increase their DPS allot more than 5%.
2 Apr 2020, 00:10 AM
#6
Posts: 785
In the Æ, it says that grenadiers have a .25x multiplier to cooldown at close range and a 1.5x multiplier at long range, but I’m pretty sure grenadier DPS is not 6x better at close range, and coh2.db says they only have twice the dps at close range.
How does cooldown work?!
Those cooldown stats are accurate, but cooldown is not the end-all for rate of fire.
Bolt action rifles typically have a 1.125 or 1.165 or something like that seconds wind_down time, where the soldier works the bolt of the rifle. Then there is a short aim time before and after firing, also reduced or increased with range. And then there is a reload time once all shots have been fired (although only the Lee-Enfield uses historically accurate magazine size lol) All of these things come together to form ROF.
Weapons like the M1 Garand and the G43 do not have wind_down, and so benefit most from reduced cooldown.The M1 Carbine and the SVT-40 do, however, at 0.2 seconds, which marginally offsets cooldown.
2 Apr 2020, 01:22 AM
#7
Posts: 789
Those cooldown stats are accurate, but cooldown is not the end-all for rate of fire.
Bolt action rifles typically have a 1.125 or 1.165 or something like that seconds wind_down time, where the soldier works the bolt of the rifle. Then there is a short aim time before and after firing, also reduced or increased with range. And then there is a reload time once all shots have been fired (although only the Lee-Enfield uses historically accurate magazine size lol) All of these things come together to form ROF.
Weapons like the M1 Garand and the G43 do not have wind_down, and so benefit most from reduced cooldown.The M1 Carbine and the SVT-40 do, however, at 0.2 seconds, which marginally offsets cooldown.
Ah! Thank you
2 Apr 2020, 03:22 AM
#8
Posts: 8154 | Subs: 2
Well CD can be very important on some weapons like the PTRS when firing on vehicles.
"Inspire infatry" probably increase their DPS allot more than 5%.
Those values are for the gren/con default bulletins.
The point is that cooldown and reload don't translate 1:1 as with acc/dmg.
PTRS:
40 x 1 x ( 1 x 6 / ((0.125 + 0.75 + 0 + 1.6) * 6) + (2.2 * 6) + 3)
40 ( 6 / (14.85 + 13.2 + 3))
= 7.7294
Inspire is -20%
1.76 instead of 2.2
8.4477
+9.29%
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