Difference between revisions of "Lancer Knightz (Guild)/Handgun Damage (Depth 19)"
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− | + | WARNING: THIS PAGE HAS NOT YET BEEN UPDATED TO REFLECT THE GUNNER UPDATE {{release|2014-12-03}}. | |
− | These particular data were collected by [[User:Jdavis|Bopp]] and Donkeyhaute. The tables show the damage dealt by every gun shot, for many 5-star guns, at heat level 10, against every kind of monster, at every level of | + | This page is part of the [[Lancer Knightz (Guild)|Lancer Knightz]] [[Lancer Knightz (Guild)/Data|data collection project]]. Its goal is to quantify the [[damage]] output of all [[handgun]]s, including the effects of [[Abilities|damage bonus]]. These particular data were collected by [[User:Jdavis|Bopp]], [[User:Zeddypanda|Zeddy]], and [[User:Vroom|Donkeyhaute]]. These data are from depth 19; see also the [[Lancer Knightz (Guild)/Handgun Damage (Depth 24)|depth-24 data]]. |
+ | |||
+ | ==Data== | ||
+ | |||
+ | The tables show the damage dealt by every gun shot, for many 5-star guns, at heat level 10, against every kind of monster, at every level of damage bonus from -2 (Medium penalty) to +6 (Maximum!). | ||
[[Valiance]]: | [[Valiance]]: | ||
Line 26: | Line 30: | ||
{{User:Vroom/cell|neutral}} | {{User:Vroom/cell|neutral}} | ||
{{User:Vroom/cell9| | | 207 | | 231 | | 254 | | 278}} | {{User:Vroom/cell9| | | 207 | | 231 | | 254 | | 278}} | ||
+ | {{User:Vroom/end}} | ||
+ | |||
+ | [[Neutralizer]]'s regular shot does the same damage as the alchemers'. Here are the charge numbers: | ||
+ | {{User:Vroom/start}} | ||
+ | {{User:Vroom/header|Aspect}} | ||
+ | {{User:Vroom/header|Target}} | ||
+ | {{User:Vroom/header|-2}} | ||
+ | {{User:Vroom/header|-1}} | ||
+ | {{User:Vroom/header|0}} | ||
+ | {{User:Vroom/header|+1}} | ||
+ | {{User:Vroom/header|+2}} | ||
+ | {{User:Vroom/header|+3}} | ||
+ | {{User:Vroom/header|+4}} | ||
+ | {{User:Vroom/header|+5}} | ||
+ | {{User:Vroom/header|+6}} | ||
+ | {{User:Vroom/row}} | ||
+ | |||
+ | {{User:Vroom/cell|charge}} | ||
+ | {{User:Vroom/cell|neutral}} | ||
+ | {{User:Vroom/cell9| | | 274 | | 303 | | 332 | | 361}} | ||
{{User:Vroom/end}} | {{User:Vroom/end}} | ||
Line 116: | Line 140: | ||
{{User:Vroom/cell|resistant}} | {{User:Vroom/cell|resistant}} | ||
{{User:Vroom/cell9| | | 27 | | 29 | | 32 | | 34}} | {{User:Vroom/cell9| | | 27 | | 29 | | 32 | | 34}} | ||
+ | {{User:Vroom/end}} | ||
+ | |||
+ | [[Plague Needle]]'s regular damage is the same as [[Dark Retribution]]'s. Here are the charge numbers: | ||
+ | {{User:Vroom/start}} | ||
+ | {{User:Vroom/header|Aspect}} | ||
+ | {{User:Vroom/header|Target}} | ||
+ | {{User:Vroom/header|-2}} | ||
+ | {{User:Vroom/header|-1}} | ||
+ | {{User:Vroom/header|0}} | ||
+ | {{User:Vroom/header|+1}} | ||
+ | {{User:Vroom/header|+2}} | ||
+ | {{User:Vroom/header|+3}} | ||
+ | {{User:Vroom/header|+4}} | ||
+ | {{User:Vroom/header|+5}} | ||
+ | {{User:Vroom/header|+6}} | ||
+ | {{User:Vroom/row}} | ||
+ | |||
+ | {{User:Vroom/cell|charge}} | ||
+ | {{User:Vroom/cell|vulnerable}} | ||
+ | {{User:Vroom/cell9| | | 118 | | 131 | | 144 | | 157}} | ||
+ | {{User:Vroom/row}} | ||
+ | |||
+ | {{User:Vroom/cell|charge}} | ||
+ | {{User:Vroom/cell|neutral}} | ||
+ | {{User:Vroom/cell9| | | 71 | | 84 | | 99 | | 112}} | ||
+ | {{User:Vroom/row}} | ||
+ | |||
+ | {{User:Vroom/cell|charge}} | ||
+ | {{User:Vroom/cell|resistant}} | ||
+ | {{User:Vroom/cell9| | | 21 | | 22 | | 24 | | 26}} | ||
{{User:Vroom/end}} | {{User:Vroom/end}} | ||
Line 268: | Line 322: | ||
{{User:Vroom/end}} | {{User:Vroom/end}} | ||
− | This plot shows one way of thinking about damage bonuses. On the ''x''-axis are damage numbers with damage bonus +0, +2, +4. On the ''y''-axis are the corresponding damage numbers with damage bonus +2, +4, +6. For example, Valiance's four numbers 83, 99, 113, and 127 plot at the three points (83, 99), (99, 113), and (113, 127). The plot is nearly linear. The best-fit line of the form ''y'' = ''m'' ''x'' has slope ''m'' = 1.09455, suggesting that each two levels of damage bonus increase damage by 9.455%. The square root of 1.09455 is 1.04621, suggesting that each level of damage bonus increases damage by 4.621%. | + | ==Analysis== |
+ | |||
+ | This plot shows one way of thinking about damage bonuses. On the ''x''-axis are damage numbers with damage bonus +0, +2, +4. On the ''y''-axis are the corresponding damage numbers with damage bonus +2, +4, +6. For example, Valiance's four numbers 83, 99, 113, and 127 plot at the three points (83, 99), (99, 113), and (113, 127). The plot is nearly linear. The best-fit line of the form ''y'' = ''m'' ''x'' has slope ''m'' = 1.09455, suggesting that each two levels of damage bonus increase damage by 9.455%. The square root of 1.09455 is 1.04621, suggesting that each level of damage bonus increases damage by 4.621%. (Warning: This analysis has not been updated for all of the damage numbers shown in the tables above.) | ||
[[File:Handgundamagebonus19.png]] | [[File:Handgundamagebonus19.png]] | ||
+ | |||
+ | [[Category:Guild Subpages]] |
Latest revision as of 08:15, 10 February 2015
WARNING: THIS PAGE HAS NOT YET BEEN UPDATED TO REFLECT THE GUNNER UPDATE release 2014-12-03.
This page is part of the Lancer Knightz data collection project. Its goal is to quantify the damage output of all handguns, including the effects of damage bonus. These particular data were collected by Bopp, Zeddy, and Donkeyhaute. These data are from depth 19; see also the depth-24 data.
Data
The tables show the damage dealt by every gun shot, for many 5-star guns, at heat level 10, against every kind of monster, at every level of damage bonus from -2 (Medium penalty) to +6 (Maximum!).
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
regular | neutral | 83 | 99 | 113 | 127 | |||||
charge | neutral | 207 | 231 | 254 | 278 |
Neutralizer's regular shot does the same damage as the alchemers'. Here are the charge numbers:
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
charge | neutral | 274 | 303 | 332 | 361 |
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
regular | vulnerable | 156 | 172 | 188 | 204 | |||||
charge | vulnerable | 296 | 324 | 351 | 378 | |||||
regular | neutral | 111 | 119 | 127 | 135 | 143 | 151 | 159 | ||
charge | neutral | 251 | 265 | 279 | 292 | 306 | 320 | 333 | ||
regular | resistant | 26 | 28 | 30 | 33 | |||||
charge | resistant | 46 | 51 | 55 | 60 |
Blitz Needle, Argent Peacemaker, and Sentenza:
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
regular | vulnerable | 78 | 88 | 98 | 108 | |||||
charge | vulnerable | 164 | 181 | 197 | 214 | |||||
regular | neutral | 46 | 51 | 57 | 63 | |||||
charge | neutral | 119 | 136 | 152 | 169 | |||||
regular | resistant | 15 | 17 | 18 | 19 | |||||
charge | resistant | 27 | 29 | 32 | 34 |
Plague Needle's regular damage is the same as Dark Retribution's. Here are the charge numbers:
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
charge | vulnerable | 118 | 131 | 144 | 157 | |||||
charge | neutral | 71 | 84 | 99 | 112 | |||||
charge | resistant | 21 | 22 | 24 | 26 |
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
regular | vulnerable | 143 | 158 | 173 | 188 | |||||
charge | vulnerable | 274 | 300 | 325 | 351 | |||||
regular | neutral | 98 | 113 | 128 | 143 | |||||
charge | neutral | 229 | 255 | 280 | 306 | |||||
regular | resistant | 24 | 26 | 28 | 30 | |||||
charge | resistant | 43 | 47 | 51 | 55 |
Hail Driver (and probably Storm Driver and Magma Driver):
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
regular | vulnerable | 118 | 131 | 144 | 157 | |||||
charge | vulnerable | 231 | 253 | 275 | 297 | |||||
regular | neutral | 71 | 84 | 99 | 112 | |||||
charge | neutral | 186 | 208 | 230 | 252 | |||||
regular | resistant | 21 | 22 | 24 | 26 | |||||
charge | resistant | 36 | 40 | 43 | 47 |
Polaris' short regular shots do the same damage as Hail Driver's regular shots. Polaris' long regular shots do the same damage as Nova Driver's regular shots. So here are Polaris' charge shots:
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
charge | vulnerable | 274 | 300 | 325 | 351 | |||||
charge | neutral | 229 | 255 | 280 | 306 | |||||
charge | resistant | 43 | 47 | 51 | 55 |
Biohazard's regular shots do the same damage as Hail Driver's. So here are Biohazard's other shots:
Aspect | Target | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
charge | vulnerable | 296 | 324 | 351 | 378 | |||||
charge | neutral | 251 | 279 | 306 | 333 | |||||
charge | resistant | 46 | 51 | 55 | 60 |
Analysis
This plot shows one way of thinking about damage bonuses. On the x-axis are damage numbers with damage bonus +0, +2, +4. On the y-axis are the corresponding damage numbers with damage bonus +2, +4, +6. For example, Valiance's four numbers 83, 99, 113, and 127 plot at the three points (83, 99), (99, 113), and (113, 127). The plot is nearly linear. The best-fit line of the form y = m x has slope m = 1.09455, suggesting that each two levels of damage bonus increase damage by 9.455%. The square root of 1.09455 is 1.04621, suggesting that each level of damage bonus increases damage by 4.621%. (Warning: This analysis has not been updated for all of the damage numbers shown in the tables above.)