Breakin Stuff wrote:Fizzer XCIV wrote:
Wrong.
Effective RoF is 1125, not 720.
Where do you get 720? No calculation gets that number, at all. You are obviously another CR peasant that doesn't understand their own gun.
720 because I did the math wrong, get over it, it happens. But you're wrong about the fire delay. You can only pull the trigger after the full delay has passed on, because the rate of fire doesn't take into account the refire delay.
Alright, you seem to at least be a bit more intelligent than the tojo guy in the other thread, so I'll explain this purely by the books.
There are three different types of actions that take place when a CR fires its burst.
GÇóunstantHitDamage
GÇófireInterval
GÇóburstInterval
-The first one, instantHitDamage, is basically the rifle just checking if it is aiming at an enemy, and applying damage if it is. This action takes 0.00 seconds. It just happens, there is not time consumed by this action.
-The second one, fireInterval, is the amount of time that is consumed between two consecutive shots, and only in between two consecutive shots. In the case of the CR, this amount of time in 0.05 seconds. For Fully automatic weapons this number determines the effective rate of fire. For semiautomatics, this nebmer detemines the maximum rate of fire. For bursts, it determinines the speed at which the bullets in the burst are fired.
Remember, this action only runs between shots, not before or after the shots at the beginning and end of the burst. This is the part that I'm certain you guys arent taking into consideration. Only in between consecutive shots.-The third action is burstInterval. This is value that determines how long it take before you can begen the next burst, after the last bullet of the previos bust has fired.This action only happens after the last shot in a burst is fired. It takes exactly 0.06s to run its course.
Following these rules, we can make a sort of diagram detail to represent a burst.
For this diagram a degree symbol(-¦) will represent a instantHitDamage. These use no time.
A fireInterval will be represented by a dash (-). These use 0.05 seconds.
A burstInterval will be represented by an underscore(_). These use 0.06 seconds.
Using the stated rules above, a burst looks like this.
-¦--¦--¦_
We can see that there are two fire intervals, and one burstInterval.
0.05+0.05+0.06=0.16
By doing this, we can conclude that a burst takes 0.16 second from trigger pull to end.
When you divide 1 by 0.16 to determine the maximum amount of bursts possible in a single second.
1 ++ 0.16 = 6.25
We get the number 6.25 for the amount of bursts that can be fired in a second.
Multiply 6.25 by three for the amount of bullets in a burst, and we get the amount of bullets that can be shot in a single second.
6.25 x 3 =18.75
As we can see, it is possible to have 18.75 bullets fired in a single second.
I know it seems odd to say that 18.75 shots are possible, but that just means that 3 out of 4 seconds will contain 19 bullets, and 1 out of 4 will contain 18. It's a kind of average.
Then we multiply 18.75 by 60 to get the total amount of bullets that can be fired in a full minute.
18.75 x 60 = 1125
1125. That is the maximum RoF anyone can ever expect to get from a CR.
Doing basic DPS calculations, we can figure out the maximum DPS of CRs.
STD = 506.25
ADV = 531.6525
PRO = 556.875