Is There A Mod That Shows Weapon Dmg
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Mar 11, 2016 Weapon mods are attachments that you can mod onto your weapon to increase its stats with a percent bonus. Like other forms of gear, they come in different rarities. The rarer a weapon mod, the larger the bonus it will give to your weapon stats. Optics – Can provide increases to your weapon’s accuracy, headshot bonus and optimal range. When fighting multiple opponents who have low DT, like say, cazadors- it is better to have a high dps weapon so you can get more attacks in vats, the trade off would be the higher AP weapons that have low dps but high dmg would deal more damage (duh) at the cost of more ap (more duh).
Is There A Mod That Shows Weapon Dmg 2017
- # This program compares the damage difference potentials of STO's weapon mods
- # (most notably, a comparison between DMG, CrtD, and Pen, which is done via averaging
- # possible team damage potentials). This is useful as an analsis on the subject.
- #This function plots a graph, which shows relative effectiveness of a TEAM of modded weapons using certian mod configurations;
- # this is done via an average of the entire team (in the case of mixed mods of Pen,
- #we assume that Pen is always active, and that only some weapons are being used
- # with that mod. The rest are either all dmg mods or all critD mods, and that is what
- # we want to compare (that is why I introduced the idea of pets, we assume there are pets/people/ships
- #that are basically copies of your stats, and that they are firing at the 'injured with Pen
- #
- # Example of test: plotCVDVPen2(50,300,300,100,10,60,0, 3)
- # Parameter explanation: plotCVDVPen2(critcal chance, catergory 1 buffs, category 2 buffs, r,i,b,d, # of ships firing [in the case of Pen mod])
- # Note: r, i, b,d refers to values used in calculating the resistance multiplier of an enemy;
- # r = resistance, i = injuries, b= bonus resistance, d = debuffs
- plotCVDVPen2 <-function(crit,category1, category2, r,i,b,d, pets){#type in the percent value (not decimals!)
- crit_sev<-seq.int(50,1000)# crit severity as a sequence
- cat2 <- category2 #category 2 buffs
- # pets = other weapons that are fired from your ship, pets, or other ships
- crit4 <-c(((cat1+1.1)/100)*1.06*(mult(r,i,b,d))*((x*((cat2/100)+(crit_sev/100)+.8))+((1-x)*(cat2/100)))/(2))
- dmgx4<-c((cat1/100)*1.193*(mult(r,i,b,d))*((x*((cat2/100)+(crit_sev/100)))+((1-x)*(cat2/100)))/(2))
- dmgx3Penx1 <-c(((((cat1+1.025)/100)*1.158*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.2))+((1-x)*(cat2/100)))/2)+(pets*((cat1)/100)*1.193*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)))+((1-x)*(cat2/100)))/2))/(pets+1))
- crit3Penx1 <-c(((((cat1+1.1)/100)*1.06*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.6))+((1-x)*(cat2/100)))/2)+(pets*((cat1+1.1)/100)*1.06*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.8))+((1-x)*(cat2/100)))/2))/(pets+1))
- dmgx3Penx1All <-c((((cat1+1.025)/100)*1.158*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.2))+((1-x)*(cat2/100)))/(2)))
- crit3Penx1All <-c((((cat1+1.1)/100)*1.06*(mult(r,i+10,b,d))*((x*((cat2/100)+(crit_sev/100)+.6))+((1-x)*(cat2/100)))/(2)))
- #Graphics part; also Do not mind the y axis label; I'm just to lazy to relabel it;
- # But, the y-axis label should say 'total damage increase proportion' (or something like that)
- plot(crit_sev, crit4,type='l',col='red')
- lines(crit_sev, dmgx3Penx1,col='blue')
- lines(crit_sev,dmgx3Penx1All, col='black')
- legend('bottomright',c('Critx4','dmgx4','dmgx3Penx1','crit3Penx1', 'dmgx3Penx1All', 'crit3Penx1All'), lty=c(1,1,1,1,1,1),lwd=c(2.5,2.5,2.5,2.5,2.5,2.5),col=c('red','green','blue','purple', 'black', 'Grey'), cex=0.8)
- title('DMG_Vs_CrtD_vs_Pen: Best Mod?')
- #used in calculating the resistance multiplier of enemy/ opposing ships
- #used in calculating the resistance multiplier of enemy/ opposing ships
- z <-(75/(150+x))
- return((1/4)+(3*z*z))
- }
- #used in calculating the resistance multiplier of enemy/ opposing ships
- return((m(r)/m(i))*(100/(100+b)))