Talk:Status Effect/@comment-11753608-20180207164607

The equations under continuous weapons are close but not quite right. Back when I and a team of other players were reverse engineering the damage system, we recorded footage of continuous weapons and slowed it down to figure out how ticks were dealt with by the game. Back then (this was damage 1.0), there were 6 ticks per second for all continuous weapons. This article claims it is 4 per second. I'm not sure if that has changed but it would be great to get some real confirmation of that. In any case, let's assume the article is accurate and it is currently 4 ticks per second for continuous weapons. The first part of this equation is correct:

Status/Sec = (Base Status/Sec) × (1 + Total bonus Status Chance) × (1 + Total bonus Fire Rate)

This part is not:  = (Fire rate) × (Chance per Tick)

This is also not correct:  Chance per Tick = (Status/Sec) ÷ (Fire Rate)

The fire rate is already accounted for in the Status/Sec equation. Chance per tick is calculated by *how many ticks there are per second* NOT the fire rate. This is why how many ticks there are is so very important. If there are 4 (I still think it is 6 but let's roll with it), then the chance per tick is this:

Chance Per Tick = StatusChance/Sec ÷ 4

In other words StatusChance/Sec divided by the number of ticks per second. Again the fire rate is accounted for in the Status/Sec equation. If you divided it by that number you would be getting status chance *per round consumed* which is not the same thing as the in-game ticks you see going across your screen.