Talk:Damage Calculator/@comment-211.224.53.80-20130822044346/@comment-11753608-20130823033249

Were you hosting? I just did a test in game and first thought the variation in how the damage was divided might be tied to FPS. But I tried it with and without Vsync on and this had not effect. In this particular game I was one the host. And the outputs were highly variable. Sometimes I would get 10s and 11s. Other times 33s and 34s. And other times I would even get down to 7s and 8s. This was on a unmodded Flux and there was no rhyme or reason to it and it had no dependancy on target. I would get these counts on Ancients, Chargers, Runners.. The lot.

So, my guess is this - how your damage is divided at the very least has to be altered by latency and interpolation by the host computer. It might also be affected by FPS - like if you are running at 60 FPS it might update the ticks only every 10 frames giving you your 6 ticks per second result.

As for the crit chance, keep in mind that a crit rate is not going to garauntee that absolutely 5% of your hits will be crits. It means every time you shoot, the computer does a roll against crit and sometimes you just get fuggin lucky.

It is possible that every "bullet" within a single second of firing has a chance to crit. That would make sense to me. Not sure why the crit would only get 39 but if your ticks were as variable as mine, who the hell knows what could be going on. What would be worse is if each tick had a chance to crit and there was no telling how many ticks could happen while firing at any moment - which was my experience.

Anyway, this underscores for me that I should do this in the ammo portion of the calcs and not even mess with the damage outputs for now. Although, if it is true what I say regarding crits above, it almost necessitates that I do it the damage way so that the crit calcs are correct. I must meditate on this.