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Author Topic: Weapons Damage per Second Chart  (Read 3979 times)

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September 07, 2011, 09:30:04 PM
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Offline SaviorSword

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Weapons Damage per Second Chart
« on: September 07, 2011, 09:30:04 PM »
Well as a few folks might have seen my experiments, I am currently workin' on gatherin' information on how much damage weapons will do in either a minute or a second. I have found a way to find a good testin' conditions so I can eliminate as much outside variables as I can. They will be in the spoilers below.

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For folks who want to contribute to this "project", use the above settin's and post yar data below.

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Old data found from MM3SHA lab.
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[*]Since there are many variables for this weapon, I will not test the damage.
[**]All AoE weapons are done at point blank and with other weapons as well.
[***] All weapon damage is gathered through a 2 minute trial with the given conditions on the spoiler above.[/spoiler]
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Update:
I've made a map that suits my needs for further weapons testin'. Here's a few screenshots for what it looks like.
There are 2 versions, one for single-player and the other is for multiplayer. For Single player version to work, the map must be opened from DoomBuilder.
Single:http://www.mediafire.com/?fbmoe0sqcqg3c1e
Multi: http://www.mediafire.com/?2248nq671n2aijb
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I fear that there might be some differences between my lab and MM3SHA so I'll post my test results from the lab here and the above results from MM3SHA. Same test conditions apply here in my lab as well, such as the 2 minute rule, point blank rule with certain weapon, and everythin' else.

Mega Man 1 Weapons and Busters:
Mega Buster: 5170
Bass Buster: 6438
Proto Buster (uncharged): 6640
Proto Buster (charged): 2750
Rolling Cutter:
Thunder Beam (one): 5400
Thunber Beam (all): 16200
Ice Slasher:
Fire Storm (shot): 5180
Fire Storm (hugs):
Fire Storm (both):
Hyper Bomb:
Super Arm:

Mega Man 2 Weapons
Metal Blade: 12012
Bubble Lead:
Atomic Fire (small):
Atomic Fire (big):
Leaf Shield: 2340
Air Shooter (all): 17025
Crash Bomb:
Time Stopper: 0
Quick Boomerang: 11825

Mega Man 3 Weapons
Magnet Missile: 4320
Hard Knuckle: 11520
Top Spin:
Shadow Blade:
Spark Shock: 1800
Search Snake (ground): 8599
Search Snake (air): 6160
Gemini Laser: 5880
Needle Cannon: 8604

Mega Man 4 Weapons
Rain Flush:
Flash Stopper:
Pharaoh Shot (Small):
Pharaoh Shot (Large):
Ring Boomerang:
Dust Crusher:
Skull Barrier: 0
Dive Missile: 1080
Drill Bomb:

Mega Man 5 Weapons
Power Stone (one): 3825
Charge Kick: 7800
Water Wave:
Star Crash (shot): 4820
Star Crash (hugs):
Gravity Hold:
Gyro Attack (one): 6453
Crystal Eye (all): 6320
Napalm Bomb:

Mega Man 6 Weapons
Knight Crush:
Centaur Flash:
Wind Storm: 20104
Flame Blast (shot): 7175
Blizzard Attack:
Plant Barrier: 0
Sliver Tomahawk: 6300
Yamato Spear:

Mega Man 7 Weapons
Danger Warp: 6156
Thunder Bolt: 4475
Junk Shield (hugs):
Junk Shield (shots):
Freeze Cracker (Main): 3810
Slash Claw:
Wild Coil (uncharged):
Wild Coil (charged):  
Noise Crush (uncharged): 4300
Noise Crush (charged):  
Scorch Wheel:

Other Weapons
Mirror Buster: N/A
Sakugarne:
Screw Crusher: 12912
Ballade Cracker:
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As a good scientist knows that good data will be done in trials, so the numbers that I have here are what I got chronologically.
I will continue to do my research!

Thank ya target dummies and others for helpin' me out! Ya folks shall never be forgotten!

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Comments? Leave them below and discuss!

September 07, 2011, 09:31:12 PM
Reply #1

Offline SaviorSword

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Re: Weapons Damage per Second Chart
« Reply #1 on: September 07, 2011, 09:31:12 PM »
My 1st trial of Metal Blade must of had somethin' wrong there. I will have to redo that.

September 07, 2011, 09:36:36 PM
Reply #2

Offline King Dumb

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Re: Weapons Damage per Second Chart
« Reply #2 on: September 07, 2011, 09:36:36 PM »
Funny, I was actually just about to do this this weekend. It really is informative.


EDIT: Argh. Didn't see the bottom note. Put it at the top :geek:

September 07, 2011, 09:47:35 PM
Reply #3

Offline Hiffe150

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Woah, i never thought to see this on here
« Reply #3 on: September 07, 2011, 09:47:35 PM »
And the timer person is unloved :(
Man, I want to see someone survive top spin.

September 07, 2011, 09:55:58 PM
Reply #4

Offline SaviorSword

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Re: Weapons Damage per Second Chart
« Reply #4 on: September 07, 2011, 09:55:58 PM »
Added. And a few other notes will be added for scientific consistency.

September 07, 2011, 09:58:49 PM
Reply #5

Offline Prosecutor Godot

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Re: Weapons Damage per Second Chart
« Reply #5 on: September 07, 2011, 09:58:49 PM »
The damage values shown are those results gathered from continuously firing the weapon for 2 minutes at each weapon's normal rate.  I'll go ahead and do the math here so people don't have to run to their calculators. Weapons that had different results for multiple trials will have averages for all results as posted by Savior. If I find my own time to conduct this, I'll use my own results.

Damage per second/Damage per minute (rounded to one decimal place)

Mega Man 1 Weapons

Mega Buster: 46.1/2765
Fire Storm (Both): 90.7/5440
Fire Storm (Shot): 44.8/2690
Fire Storm (Hugs): 49.2/2951.5
Ice Slasher: 130.9/7854
Thunder Beam (one): 45/2700
Thunder Beam (all): 135/8100

Mega Man 2 Weapons:

Metal Blade: 50.5/3031, 200.2/6006
Quick Boomerang: 98.5/5912.5
Crash Bomb: 86/5160
Leaf Shield: 19.51170
Time Stopper: 0/0

Mega Man 3 Weapons:

Magnet Missile: 36/2160
Needle Cannon: 71.7/4302

Mega Man 4 Weapons:

Flash Stopper: 3.3/196
Dive Missile: 9/540
Skull Barrier: 0/0

Mega Man 5 Weapons:

Star Crash: 108.6/6516, 107.1/6426
Napalm Bomb: 81.2/4872

Mega Man 6 Weapons:

Yamato Spear: 108.3/6496
Plant Barrier: 0/0

Mega Man 7 Weapons:

None Tested

Other Weapons:

Ballade Cracker: 44.7/2681
Mirror Buster: N/A (variables for Mirror Buster not tested)

September 07, 2011, 10:25:12 PM
Reply #6

Offline King Dumb

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Re: Weapons Damage per Second Chart
« Reply #6 on: September 07, 2011, 10:25:12 PM »
Question. How exactly did you test these on a two minute trial? As in, did you fire until they died, then multiply by the appropriate factor? Or did you use cheats or something to keep the dummy alive for two minutes under a constant barrage of attacks?

September 07, 2011, 10:59:34 PM
Reply #7

Offline SaviorSword

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Re: Weapons Damage per Second Chart
« Reply #7 on: September 07, 2011, 10:59:34 PM »
Quote from: "King Dumb"
Question. How exactly did you test these on a two minute trial? As in, did you fire until they died, then multiply by the appropriate factor? Or did you use cheats or something to keep the dummy alive for two minutes under a constant barrage of attacks?
There ya go.
The dummy uses "give health 1000" and spams it so they are very likely to survive.

September 07, 2011, 11:14:34 PM
Reply #8

Offline King Dumb

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Re: Weapons Damage per Second Chart
« Reply #8 on: September 07, 2011, 11:14:34 PM »
So does that mean you just count the number of shots that connect? Or is the give 1000 regulated so you can just subtract at the end?

I am only asking all these question because I think it would make these statistics even more helpful if they could be converted into simple formulae for the amount of damage inflicted by a weapon in x seconds over y map units. While of course map units cannot be counted exactly in the heat of battle, if one trains their eye well enough, I imagine this information could be extremely useful.

September 07, 2011, 11:27:24 PM
Reply #9

Offline SaviorSword

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Re: Weapons Damage per Second Chart
« Reply #9 on: September 07, 2011, 11:27:24 PM »
The "give health 1000" makes it so that yar health will go over 100. Usually the dummies would have around 30K hp. Only a FEW weapons can go through 30k hp like nothin'.

October 07, 2011, 05:24:28 PM
Reply #10

Offline SaviorSword

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Re: Weapons Damage per Second Chart
« Reply #10 on: October 07, 2011, 05:24:28 PM »
A bump and double post for a few updates.

November 09, 2011, 04:05:57 PM
Reply #11

Offline SaviorSword

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Re: Weapons Damage per Second Chart
« Reply #11 on: November 09, 2011, 04:05:57 PM »
Triple post, and yet another bump!
Dang I've been really lazy in gettin' these tests in...  :(