This may be a dumb question, but I will take the risk
I play mostly with ARs and SMGs as backup. I did a little experiment at the shooting range, trying different ARs with different talents and rolls (all in 85% to 100% of the max).
While there is some variation, all ARs, no matter the talent or rolls, seem to average around 2.8M DPS each (average on 5 targets), with the same build. If anything, it seems the mods for accuracy and stability yield better DPS than CHC and CHD mods, but only marginally.
So, the question... is it normal to get the same/very similar average DPS for almost all ARs, even with %15 rolls variance, and different talents? Or talents do not count in the shooting range? Thanks
On paper, I don't think so, since base damage varies the higher or lower you go in RPM. Though, you're speaking on averages. Problem is there are more ARs of one RPM rating and less of other RPM ratings. That can screw your results, since you wouldn't have an equal amount of ARs within each RPM rating.
Run the experiment again, but only use one AR from each available RPM category.
Huh?! Didn't know there is a limit for CHC...What's the number, if you don't mind? Is it 60%? Thanks
There might be something in this, CHC mods don't seem to add much...
@Merphee I know what you mean (I think), the RPM and base DMG are inverse, when multiplied, the numbers are within 10% variance (little table below). Honey Badger seems to come on top in terms of base numbers, and that one I can vouch for, I felt it as I progressed through the story to Level 40 (M4 and P416 not to shabby either). But this theory is not holding past 40, and there are other things at play, and I feel that the accuracy is big. Still, baffled how the averages are so close even though the rolls, attributes and talents are quite different. If anything, it seems Carbine 7 comes on top with accuracy and CHD mods.
Sorry, I can't redo the experiment now, perhaps in a couple of hours. Thanks for the suggestion. Btw, these are the ARs I tried.
Base RPM DMG Combined Diff from base HoneyB 790 47,952 37,882,080 10.2% M4 850 44,191 37,562,350 9.3% P416 750 47,952 35,964,000 4.6% Chameleon 900 39,960 35,964,000 4.6% Carbine 7 750 47,012 35,259,000 2.6% ACR 650 53,124 34,530,600 0.4% MK16 625 55,004 34,377,500 0.0%
max CHC is 60%Originally Posted by Aspoiu Go to original post
Nvmd, found it, 60% CHC cap. So yeah, I'm over that and I have to adjust. No wonder other mods were performing better.
Crap... you would think these "rules" would be easier to find than combing forums. Even better, the game should have some sort of warning or something when you hit or go over 60%.
Lots of **** on the fly...
Thanks all
Lots of info on gear stats and functionality here: https://docs.google.com/spreadsheets...gid=1162573627
(Including detailed breakdown of all the ARs).
Thanks!!!
I usually go to this one below, but your suggestion has more of what I'm interested in.
https://docs.google.com/spreadsheets...#gid=404481133
Yeah, Accuracy does play a major role. It controls the randomness of bullet spread and allows us to land more bullets on targets, increasing DPS, and opening up the door for more chances to land a crit. Though, running zero crit chance will bring purer results, since landing a crit is based on a chance. Even though crit chance is universal, not every weapon will land the same amount of crit hits.Originally Posted by Aspoiu Go to original post
I would also caution against relying too heavily on the shooting range for determining the overall real effectiveness of builds in the field. A lot of times there are going to be additional factors at play that you just don't get in the range: Accuracy and stability, reload speed under fire, and other intangibles like that.
Enemies move around a LOT more than the shooting range targets. Raw DPS isn't always the best determining factor for a weapon.