Talk:Damage Calculator/@comment-11753608-20130908141730/@comment-11753608-20130909011541

Unless you have something accounting for it later on, this would cause a problem because when you get to the first base damage rounddown it would round to the nearest integer and cut off what is actually in the ones place but gets shoved to the tenths when divided by 10. Example:  Ignis base damage is 125 and we know from tests that after 1 second it actually does come out to this through alternating amounts over the 6 divisions we found in game. But if the calculator divides this by 10, it will read it as 12.5 and round it down to 12 in the first step of the calculation chain and it lowers all the damage outcomes accordingly.

The main place that this needs accountnig for is in the DPS calcs and the way I did this was put a stipulation in my ROF calculation something like this IF(weapon type = continuous, ...clip size/10.....  for every place that the clip was involved.  This makes the reload timings and clip consumption timings all work out for the DPS calcs and doesn't eff up any of the damage outcomes.