Talk:Damage Calculator/@comment-211.224.53.80-20130822044346/@comment-11753608-20130822220344

Not exactly. The way continuous weapons work is that they list a given damage that is actually a damage per second. So, for Flux it does 200 damage per second base. However, it also consumes 10 ammo during that time. Despite the way the damage is listed what you see on your screen when you fire the weapon is little 20s go by every tenth of a second - so you see 10 little 20s every second you fire the gun. So, there are two ways I could deal with this in the calculator DPS calcs:  1) pretend its base damage is 20 and its fire rate is actually 10, which is actually how it plays out in game.  But I worry about mod scaling correctly that way even though I don't think it really changes anything.  2) keep the base damage the same, the fire rate the same, but pretend it actually has 10 bullets in its clip instead of 100 because it shoots 10 "bullets" per second, that means it can only shoot 10 seconds continuously before you have to reload.

This has the added issue of how to round the clip size though which I have not dealt with quite yet. This patch has some "simple" issues from a game mechanics standpoint but making it work right in the excel calcs are going to be a bitch and since I haven't used a lot of burst and continuous weapons, will take some testing on my part so I can wrap my brain around it right first.