Talk:Damage Calculator/@comment-11753608-20130908141730/@comment-11753608-20130910132334

No it wouldn't. What is happening is that you are expending 10 bullets out of your clip to get the damage result. You need to divide the clip size by 10 every time it shows up. Otherwise all of the reload timing and everything would be off.

Clip size happens twice in the equation. The first is the " damage * ClipSize / ......."

That one is to MP the damage from 1 shot by how many shots you have. But in this case it is 10 "bullets" to get the damage amount per second or one "shot". So.... Damage * (ClipSize/10) / ......"

The second is to determine the timing interval it takes to expend the clip and its relationship to reloads. That is the "..... / (reload + ClipSize / ROF) part.  So, now that I am writing it out, what I am realizing is that I had the ROF for continuous weapons listed as 1 and that is how this worked.  But for your database which probably doesn't have it listed, you would need to replace the "ClipSize/ROF" with simply "ClipSize/BulletsPerShot."   So..... we should probably do it by reference to the bullets per shot in the weapons table (which I see you have listed as CONT AMMO/SEC).  So.... it would actually be:

Damage * (ClipSize/CONT AMMO/SEC) / (Reload + (ClipSize/CONT AMMO/SEC))

I don't think you can do it the way you had it because it would alter the reload times by dividing the whole thing by BulletPerShot and it also leaves out the fact that you can't multiply the damage by the full clip since it takes 10 bullets to achieve the listed damage.