User:76561198031004412/Sandbox
This is to build a proof of concept, which can then be converted into a dedicated module once the kinks are worked out. This can then be used as a point of comparison for the dedicate module to verify numbers etc. Note that this is a brute force approach and can be optimized even in its current configuration. Module:Data/Weapons.json
7 12
| Weapon | BR3A3 Kr-BaR "Crowbar" | Skill | AP | 0 ???? | Ammo | 12 | Squad? | ???????? | Shots per firer | 2 |
|---|
| Range (Tiles) |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Accuracy | 2% | 10% | 18% | 26% | 34% | 42% | 50% | 42% | 34% | 26% | 18% | 10% | 2% | -6% | -14% |
| Armor Penetration | 35% | 33.6% | 32.2% | 30.8% | 29.4% | 28% | 26.6% | 25.2% | 23.8% | 22.4% | 21% | 19.6% | 18.2% | 16.8% | 15.4% |
| Base HP Damage per shot | 11 | 10.2 | 9.4 | 8.6 | 7.8 | 7 | 6.2 | 5.4 | 4.6 | 3.8 | 3 | 2.2 | 1.4 | 0.6 | -0.2 |
| Expected HP Damage per firer | 0.44 | 2.04 | 3.384 | 4.472 | 5.304 | 5.88 | 6.2 | 4.536 | 3.128 | 1.976 | 1.08 | 0.44 | 0.28 | 0.024 | 0.024 |
| Base Armor Damage per shot | 13 | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 | 9.5 | 9 | 8.5 | 8 | 7.5 | 7 | 6.5 | 6 |
| Expected Armor Damage per firer | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Note: HP damage has a random element, and each hit can deal between 90% and 110% of its nominal damage. Also note that any overkill on a hit that kills an element is wasted. Note: Armor damage dealt by each hit is proportional to the square of the ratio of the current armor to the maximum armor of the unit. As such, actual armor damage done depends on the units armor, and relative comparison must assume similar number of hits as a large amount of armor damage dealt in one hit will be less affected by this factor than many hits. For more information, see Combat System for more details.
7
12
| Weapon | BR3A3 Kr-BaR "Crowbar" | Skill | AP | 0 ???? | Ammo | 12 | Squad? | ???????? | Shots per firer | 6 |
|---|
| Range (Tiles) |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Accuracy | 2% | 10% | 18% | 26% | 34% | 42% | 50% | 42% | 34% | 26% | 18% | 10% | 2% | -6% | -14% |
| Armor Penetration | 35% | 33.6% | 32.2% | 30.8% | 29.4% | 28% | 26.6% | 25.2% | 23.8% | 22.4% | 21% | 19.6% | 18.2% | 16.8% | 15.4% |
| Base HP Damage per shot | 11 | 10.2 | 9.4 | 8.6 | 7.8 | 7 | 6.2 | 5.4 | 4.6 | 3.8 | 3 | 2.2 | 1.4 | 0.6 | -0.2 |
| Expected HP Damage per firer | 1.32 | 6.12 | 10.152 | 13.416 | 15.912 | 17.64 | 18.6 | 13.608 | 9.384 | 5.928 | 3.24 | 1.32 | 0.84 | 0.072 | 0.072 |
| Base Armor Damage per shot | 13 | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 | 9.5 | 9 | 8.5 | 8 | 7.5 | 7 | 6.5 | 6 |
| Expected Armor Damage per firer | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Note: HP damage has a random element, and each hit can deal between 90% and 110% of its nominal damage. Also note that any overkill on a hit that kills an element is wasted. Note: Armor damage dealt by each hit is proportional to the square of the ratio of the current armor to the maximum armor of the unit. As such, actual armor damage done depends on the units armor, and relative comparison must assume similar number of hits as a large amount of armor damage dealt in one hit will be less affected by this factor than many hits. For more information, see Combat System for more details.


