We don't need to introduce McGinnis, let's get down to business, namely incorrectly working turret skills and heals, very much underestimated damage from the indicators that are declared in the game itself. All the data provided below and the comments I made have been repeatedly tested in the sandbox, without purchases or unnecessary upgrades, unless otherwise stated
Since there will be a lot of statistics, we will start with what is simpler and works correctly.
Ultimate "Heavy Barrage": no complaints.
Further details.
According to the description: - without upgrades: 6 missiles per second for 30 damage for 13 seconds. We have 30 * 6 * 13 = 2340 damage in total
- all upgrades: 6 missiles per second for (30 + 30) damage for 13 seconds. We have 60*6*13=4680 damage in total
The "ghost wall" ability: everything also works correctly, no complaints.
Further in detail. In this ability, we are interested in the compliance of the first upgrade, namely a 25% increase in damage. It works correctly, according to the description.
McGinnis's hand damage is 63 and 116 light and heavy blows, respectively, after the debuff is applied it will be 78-79 and 145-146 (indeed: 63*1.25=78.75, 116*1.25=145 damage).
Also, the most important thing in my opinion, it works correctly with damage from turrets (more on this very important remark later).
Shot in the torso with 1 cartridge: damage 7-8. Shot to the body with 1 bullet taking into account the wall debuff 8-9 (actually: 7*1.25=8.75)
Shot to the head with 1 bullet: damage 13-15. Shot to the head with 1 bullet taking into account the wall debuff 17-19 (actually: 13*1.25=16.25, 14*1.25=17.5, 15*1.25=18.75)
Purchase "Vivifying Shot": additional 40 units of damage when shooting to the head are not increased by 25%.
Purchase "Mystical Shot": additional 68 units of damage are increased by 25% and will be: 68*1.25=85 damage.
Buying "Tesla Bullets": additional 30 damage to the main target is increased by 25%. And it is: 30*1.25=37.5 damage
Interesting facts about the wall, which are not in the description: - if the ability is launched into the textures in such a way that its Blu-print ghost passes through them for about half or a little more, then the wall will be automatically erected
- if the wall ability is launched at the maximum of its distance and there are textures (houses, cars, shop windows) in this place, then the wall will be erected automatically; however, if there are none, or the space is absolutely free, then the wall will not be erected automatically, Blue-print will stand in place and wait for the command for as long as necessary.
Ability "Healing Ghost": here the first injustices towards the young machine gunner will begin.
I will say right away, the ability works correctly.
For now, we will consider this ability only taking into account the increase in the rate of fire of our (and allied players) main weapon:
There will be a bit of stuffy mathematics: when considering the correctness of the increase in the rate of fire, it is worth considering the equation:
(number of rounds in the magazine) = (rate of fire) * (time to empty the magazine)
where (number of rounds in the magazine) is a value that is fixed in one way or another
(rate of fire) and (time to empty the magazine) are inversely proportional values - increasing the rate of fire decreases the time to empty the magazine.
Therefore, if we increase the multiplier (rate of fire), then the multiplier (time to empty the magazine) should decrease proportionally:
(number of rounds in the magazine) = ((rate of fire) * (1 + 0.35) ) * ((time to empty the magazine) / (1 + 0.35) )
Thus, the time to empty the magazine should decrease by 1.35 times: 1 / 1.35 = 0.74
Now the results of the experiment: McGinnis shoots the basic ammunition (66 rounds) in 6 seconds taking into account the drum spin, with the presence of the healing ghost this time is reduced to 4.5 seconds. With the purchase of the "titanic magazine", which does not affect the rate of fire, the ammunition will be 146 rounds, which she shoots in 12 seconds and 9 seconds without the ghost enhancement and with the ghost enhancement, respectively.
The calculated descriptions and the actual ones coincide: we see a reduction in the time of continuous shooting by about 25%.
Let's increase the ammunition without affecting the rate of fire, and also increase the duration of the healing ghost, also without affecting the rate of fire: we will purchase "Titanic Magazine", "Lucky Shot", "Berserker", "Rage" in the "Weapons" cells, and "Excellent Duration", "Limitless Spiritualism" in the "Spiritualism" cells: it has a 205-round magazine, which McGinnis shoots in 17 seconds, taking into account the drum spin; with the perk from the healing ghost, this time will be about 12.7 seconds. And these data also play in favor of the correct operation of this ability.
Ability "Mini-turret": oh, so many mistakes were made here that it's even a shame for our heroine, today's post.
So, from this point on I noticed the striking injustice towards McGinnis. But first, a little math.
The mechanics of the turrets are such that 30 units of damage will be dealt for one single attack, according to the description of damage per second will be 60.
We have an equation: (Total damage) = (damage of 1 bullet) * (number of bullets) = (damage of 1 bullet) * (number of bullets per unit of time) * (number of units of time)
(number of units of time) - a fixed value and is 30 seconds
(damage of 1 bullet) - fixed, equals 30 units per bullet
(number of bullets per unit of time) - it is also the rate of fire - the only parameter that will change in the experimental calculations below.
(Damage per second) - here there will be complaints. According to the description, 60 units per second, fired in two shots of 30. On the one hand, the damage is dealt twice as little, on the other - twice as often. In total, of course, the result is the same. But in reality, everything will be different.
In other words, all the math comes down to the formula: (Total damage) = ( 30 sec ) * ( 30 damage from each bullet ) * (rate of fire)
On the other hand: (Total damage) = ( 30 sec ) * (Damage per second)
I will duplicate the description of the "Turret" ability: according to the description, without upgrades, it has 60 damage per second and a 30-second existence. The turret deals 30 damage at a time, so we rightly assume that the turret in the basic configuration deals damage twice per second.
When we install a turret, it takes 2 seconds to deploy it and start an attack, but this is under favorable conditions, namely, if the enemy is in a direct line of attack. In this case, no time is wasted on turning the turret after deployment. If you place the turret in the opposite direction from the enemy so that it looks 180 degrees from him, then the turret will need about another second to turn. Thus, it is impossible to avoid the turret being idle for 2 seconds, or even 2.5-3 seconds. In further experiments and calculations, I took this into account.
How can we increase the total damage of our turrets, avoiding the purchase of spiritual power points? I know of only a few ways, but all except the "Wall" do not work correctly, to put it mildly. I will say right away, so as not to clutter up the data, the "Ghost Wall" ability works correctly, so we will not take it into account.
So:
0.1) Only basic turrets without modifiers
0.2) Only use turrets together with a "healing ghost" with an upgraded ability for 1 point (+35% to rate of fire)
0.3) Only use turrets together with the purchase of the "Heroic Aura" item (+40% rate of fire)
0.4) Regular turrets, without modifiers, but use turrets together with a "healing ghost" with an upgraded ability for 1 point (+35% to rate of fire) + use turrets together with the purchase of the "Heroic Aura" item (+40% rate of fire)
1.1) Upgrading the turret ability for 2 points (+10% to rate of fire)
1.2) Upgrading the turret ability for 2 points (+10% to rate of fire) + use turrets together with a "healing ghost" with upgraded ability for 1 point (+35% to rate of fire)
1.3) upgraded ability of turrets for 2 points (+10% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
1.4) upgraded ability of turrets for 2 points (+10% to rate of fire) + use turrets with the "healing ghost" with upgraded ability for 1 point (+35% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
2.1) upgraded ability of turrets for 5 points (+45 units of damage) (automatically added upgraded ability of turrets for 2 points (+10% to rate of fire)
2.2) upgraded ability of turrets for 5 points (+45 units of damage) (automatically adds upgrade to turret ability for 2 points (+10% to rate of fire) + use turrets together with "healing ghost" with upgraded ability for 1 point (+35% to rate of fire)
2.3) upgrade to turret ability for 5 points (+45 damage) (automatically adds upgrade to turret ability for 2 points (+10% to rate of fire) + Use turrets together with the purchase of the item "Heroic Aura" (+40% rate of fire)
2.4) upgrade to turret ability for 5 points (+45 damage) (automatically adds upgrade to turret ability for 2 points (+10% to rate of fire) + use turrets together with "healing ghost" with upgraded ability for 1 point (+35% to rate of fire) + Use turrets together with the purchase of the item "Heroic aura" (+40% rate of fire)
Further, there will be a lot and in detail described, there will be a lot of statistics, the conclusions will be highlighted in bold.
All experiments were conducted in a sandbox, shooting at a dummy and only at a single target.
Here will be calculations for 30, 28, 27.5 seconds. The calculations were taken the highest, the real operating time of the turret is 28 seconds.
So, let's get started:
0.1) Turret ability, without upgrades, in the basic configuration:
from 1380 to 1440 units of damage will be dealt in 30 seconds (depending on the initial orientation of the turret - on or against the enemy)
Expected damage: 60*30=1800; 60*28=1680; 60*27.5=1650 units of damage
Thus we get:
(1440 units of damage / 30 seconds) = 48 damage per second (the difference from the declared 60 units of damage per second differs by -20%);
(1440 units of damage / 28 seconds) = 51.43 damage per second (the difference from the declared 60 units of damage per second differs by -14.29%);
(1440 damage units / 27.5 seconds) = 52.36 damage per second (the difference from the stated 60 damage units per second differs by -12.73%).
To get 60 damage units, 1440/60 = 24 seconds of turret operation would be required per second, that is, if the turret were to deploy in 6 seconds, which is not and cannot be. Result: the description does not correspond to reality.
In the future, I recommend that players focus on 48 damage units per second from the turret, the stated 60 do not correspond to reality. This follows from an experiment when calculating damage from a turret with an active debuff from a wall: a wall is placed in advance at the target so that the turret starts firing with a damage modifier of +25% damage; further, the walls are placed in such a way as to constantly maintain the damage modifier without blocking the turret's fire. Usually, you had to put up 6 walls, not counting the zero one (put up before the turret to apply a debuff to the target). The damage done by the walls was, of course, taken into account and subtracted.
Conclusion: McGinnis was shortchanged on damage by 360 units or -20%!
1440/1800= -20%
0.2) Turret ability, without upgrades, in the basic configuration + "Healing Ghost" ability with a pumped-up ability for 1 point (+35% to rate of fire):
Expected damage: (60*1.35)*30=2430; (60*1.35)*28=2268; (60*1.35)*27.5=2227.5 damage units
2040 to 2130 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2130/1440=+47.9%!
(2130 damage units / 30 seconds) = 71 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -12.35%);
(2130 damage units / 28 seconds) = 76.1 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -6.07%);
(2130 damage units / 27.5 seconds) = 77.46 damage per second (difference from the declared 60*1.35=81 damage units per second differs by -4.37%)
Conclusion: de facto the ability has increased by almost 48%, but is very far behind the calculated data!
2130/2430= -12.4%
0.3) Turret ability, without improvements, in the basic configuration + purchase of the item "Heroic Aura" (+40% rate of fire):
Expected damage: (60*1.40)*30=2520; (60*1.40)*28=2352; (60*1.40)*27.5=2310 damage units
2040 to 2160 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2160/1440=+50%!
(2160 damage units / 30 seconds) = 72 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -11.11%);
(2160 damage units / 28 seconds) = 77.14 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -4.77%);
(2160 damage units / 27.5 seconds) = 78.55 damage per second (difference from the declared 60*1.35=81 damage units per second differs by -3.7%)
Conclusion: de facto the ability has increased by 50%, but does not correspond to the expected calculations, although in places with a small error.
2160/2520= -14.3%
0.4) Turret ability, without improvements, in the basic configuration + Ability "healing ghost" with the pumped ability for 1 point (+35% to the rate of fire) + purchase of the item "Heroic Aura" (+40% rate of fire):
Expected damage: (60*1.75)*30=3150; (60*1.75)*28=2940; (60*1.75)*27.5=2887.5 damage units
2850 damage units will be dealt in 30 seconds (from here on I consider the best case)
2850/1440=+97.9%
(2850 damage units / 30 seconds) = 95 damage per second (difference from the declared (60*(1+0.35+0.40)=105 damage units per second differs by -9.52%);
(2850 damage units / 28 seconds) = 101.79 damage per second (difference from the declared (60*(1+0.35+0.40)=105 damage units per second differs by -3.06%);
(2850 damage units / 27.5 seconds) = 103.64 damage per second (difference from the declared (60*(1+0.35+0.40)=105 units of damage per second differs by -1.3%)
Conclusion: de facto the ability has increased by 97% instead of the expected 75%, but still does not correspond to the expected calculations, albeit with a small error.
Instead of the expected +35%+40%=75% increase, we have 97%, but we are still in negative numbers in relation to the calculated ones from -13.64% to -5.79%
2850/3150= -9.5%
1.1) Upgrading the ability of turrets for 2 points (+10% to the rate of fire)
Expected damage: (60 * 1.1) * 30 = 1980; (60 * 1.1) * 28 = 1848; (60 * 1.1) * 27.5 = 1815 units of damage
up to 1710 units of damage will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
Thus we get:
(1710 units of damage / 30 seconds) = 57 damage per second (the difference from the declared 60 units of damage per second differs by -5%) (in contrast to the expected: 60 * 1.1 = 66 units of damage per second differs by -13.64%);
(1710 damage units / 28 seconds) = 61.07 damage per second (the difference from the stated 60 damage units per second differs by +1.79%) (in contrast to the expected: 60*1.1=66 damage units per second differs by -6.5%);
(1710 damage units / 27.5 seconds) = 62.18 damage per second (the difference from the declared 60 damage units per second differs by +3.64%) (in contrast to the expected: 60 * 1.1 = 66 damage units per second differs by -5.79%)
Conclusion: An interesting observation: if we take 1440 damage units as a base (de facto maximum damage in the basic configuration), then the calculated damage should increase by 10%, that is, to 1440 * 1.1 = 1584 units, but we have 1710. Thus, the damage increased by +18.75%. The damage per second barely reaches the declared base, but alas, we are dealing with a modified one.
Instead of the expected +10% gain we have +18.75%, but we only approached the estimated -5% to +3.64%
1710/1980= -13.6%
1.2) upgrading the turret ability for 2 points (+10% to rate of fire) + using turrets together with the "healing ghost" with the upgraded ability for 1 point (+35% to rate of fire)
Expected damage: (60*1.45)*30=2160 ; (60*1.45)*28=2436; (60*1.45)*27.5=2392.5 damage units
up to 2160 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2160/1440=+50%
Thus we get:
(2160 damage units / 30 seconds) = 72 damage units per second (the difference from the declared 60 damage units per second differs by +20%) (in contrast to the expected: 60*(1+0.1+0.35) = 87 damage units per second differs by -17.24%);
(2160 damage units / 28 seconds) = 77.14 damage per second (the difference from the declared 60 damage units per second differs by +28.6%) (in contrast to the expected: 60*(1+0.1+0.35) = 87 damage units per second differs by -11.33%) ;
(2160 damage units / 27.5 seconds) = 78.55 damage per second (the difference from the declared 60 damage units per second differs by +30.9%) (in contrast to the expected: 60*(1+0.1+0.35) = 87 damage units per second differs by -9.7%) ;
Instead of the expected 10% + 35% = 45% gain, we only have + 20% to + 30.9%
2160/2160 = 0%
Conclusion: Interesting observation: if we take 1440 damage units as a base, then the calculated damage should increase by 10% + 35%, that is, up to 1440 * (1 + 0.1 + 0.35) = 2088 units, but we have 2160. Thus, the damage increased by + 50%. Damage per second is still far short of what was expected, and significantly so.
1.3) upgrading the turret ability for 2 points (+ 10% to rate of fire) + Use turrets together with the purchase of the "Heroic Aura" item (+ 40% rate of fire)
Expected damage: (60 * 1.50) * 30 = 2700; (60*1.50)*28=2520; (60*1.50)*27.5=2475 damage units
up to 2160 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2160/1440=+50%
Thus we get:
(2160 damage units / 30 seconds) = 72 damage per second (the difference from the declared 60 damage units per second differs by +20%) (in contrast to the expected: 60*(1+0.1+0.40) = 90 damage units per second differs by -20%);
(2160 damage units / 28 seconds) = 77.14 damage per second (the difference from the declared 60 damage units per second differs by +28.6%) (in contrast to the expected: 60*(1+0.1+0.40) = 90 damage units per second differs by -14.3%) ;
(2160 damage units / 27.5 seconds) = 78.55 damage per second (the difference from the declared 60 damage units per second differs by +30.9%) (in contrast to the expected: 60*(1+0.1+0.40) = 90 damage units per second differs by -12.7%) ;
Instead of the expected 10%+40%=50% boost, we only have +20% to +30.9%
2160/2700= -20%
Conclusion: Damage matched the previous boost combination (+45%), but here we should have seen an increase of at least the same 5%; the lag is still striking
1.4) upgrading the turret ability for 2 points (+10% to rate of fire) + using turrets together with a "healing ghost" with an upgraded ability for 1 point (+35% to rate of fire) + Using turrets together with the purchase of the "Heroic Aura" item (+40% rate of fire)
Expected damage: (60*1.85)*30=3330; (60*1.85)*28=3108; (60*1.85)*27.5=3052.5 damage units
up to 2850 (!) damage units will be dealt in 30 seconds (YES! THIS IS NOT A TYPO! THE DAMAGE WILL BE THE SAME AS IF WE DIDN'T UPGRADE turret abilities for 2 points (+10% to rate of fire) SEE ITEM 0.4))
2850/1440=+97.9%
(2850 damage units / 30 seconds) = 95 damage per second (difference from the declared (60*(1+0.35+0.40+0.10)=111 damage units per second differs by -14.4%);
(2850 damage units / 28 seconds) = 101.79 damage per second (difference from the declared (60*(1+0.35+0.40)=111 damage per second differs by -8.3%) ;
(2850 damage / 27.5 seconds ) = 103.64 damage per second (difference from the declared (60*(1+0.35+0.40)=111 damage per second differs by -6.63%)
Instead of the expected 10%+40%+35%=85% gain WE HAVE THE SAME RESULTS, AND EVEN LOWER THAN EXPECTED!
Conclusion: The damage coincided with the previous combination of gains (+75%)!
2.1) upgrading the ability of turrets for 5 points (+45 damage) (upgrading the ability of turrets for 2 points is automatically added (+10% to rate of fire)
Expected damage: (60+45)*(1+0.10)*30=3465 ; (60+45)*(1+0.10)*28=3234; (60+45)*(1+0.10)*27.5=3176.25 damage units
from 2888 to 2993 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2993/1440=+108%
Thus we get:
(2993 damage units / 30 seconds) = 99.9 damage per second (the difference from the declared 60 damage units per second differs by +66.5%) (in contrast to the expected: (60+45)*(1+0.10)=115.5 damage units per second differs by -13.5%);
(2993 damage units / 28 seconds) = 107 damage per second (the difference from the stated 60 damage units per second differs by +78.3%) (in contrast to the expected: (60+45)*(1+0.10)=115.5 damage units per second differs by -7.4%);
(2993 damage units / 27.5 seconds) = 109 damage per second (the difference from the stated 60 damage units per second differs by +81.7%) (in contrast to the expected: (60+45)*(1+0.10)=115.5 damage units per second differs by -5.6%)
2993/3465= -13.6%
Conclusion: McGinnis was still shortchanged on damage, noticeably shortchanged.
2.2) upgrade turret abilities for 5 points (+45 damage) (automatically upgrade turret abilities for 2 points (+10% to rate of fire) + use turrets together with a "healing ghost" with upgraded ability for 1 point (+35% to rate of fire)
Expected damage: (60+45)*(1+0.10+0.35)*30=4567.5; (60+45)*(1+0.10+0.35)*28=4263; (60+45)*(1+0.10+0.35)*27.5=4187 damage
up to 3780 damage will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against enemy)
3780/1440=+162.5%%
Thus we get:
(3780 damage units / 30 seconds) = 126 damage per second (the difference from the declared 60 damage units per second differs by +110%) (in contrast to the expected: (60+45)*(1+0.10+0.35)=152 damage units per second differs by -17.1%);
(3780 damage units / 28 seconds) = 135 damage per second (the difference from the declared 60 damage units per second differs by +125%) (in contrast to the expected: (60+45)*(1+0.10+0.35)=152 damage units per second differs by -11.2%);
(3780 damage units / 27.5 seconds) = 137.5 damage per second (the difference from the declared 60 damage units per second differs by +129%) (in contrast to the expected: (60+45)*(1+0.10+0.35)=152 damage units per second differs by -9.5%)
3780/4567.5= -17.2%
Conclusion: another blasphemous underdelivery (3780 in hand instead of the promised 4567)
2.3) upgrading the ability of turrets for 5 points (+45 damage) (automatically adds up to upgrading the ability of turrets for 2 points (+10% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
Expected damage: (60+45)*(1+0.10+0.40)*30=4725 ; (60+45)*(1+0.10+0.40)*28=4410; (60+45)*(1+0.10+0.40)*27.5=4331 damage
in 30 seconds, up to 3780 damage will be dealt (yes, and this is also not a typo, the values are absolutely the same as in the paragraph above, I checked it with experiments several times times)
3780/1440=+162.5%%
Thus we get:
(3780 damage units / 30 seconds) = 126 damage per second (the difference from the declared 60 damage units per second differs by +110%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -20%);
(3780 damage units / 28 seconds) = 135 damage per second (the difference from the declared 60 damage units per second differs by +125%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -14.3%);
(3780 damage units / 27.5 seconds) = 137.5 damage per second (the difference from the stated 60 damage units per second differs by +129%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -12.7%)
3780/4725= -20%
Conclusion: THIS is just crazy! 20% shortage!
2.3) upgrading the ability of turrets for 5 points (+45 damage) (automatically adds up to upgrading the ability of turrets for 2 points (+10% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
Expected damage: (60+45)*(1+0.10+0.40)*30=4725 ; (60+45)*(1+0.10+0.40)*28=4410; (60+45)*(1+0.10+0.40)*27.5=4331 damage
in 30 seconds, up to 3780 damage will be dealt (yes, and this is also not a typo, the values are absolutely the same as in the paragraph above, I checked it with experiments several times times)
3780/1440=+162.5%%
Thus we get:
(3780 damage units / 30 seconds) = 126 damage per second (the difference from the declared 60 damage units per second differs by +110%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -20%);
(3780 damage units / 28 seconds) = 135 damage per second (the difference from the declared 60 damage units per second differs by +125%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -14.3%);
(3780 damage units / 27.5 seconds) = 137.5 damage per second (the difference from the declared 60 damage units per second differs by +129%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -12.7%)
3780/4725= -20%
Conclusion: THIS is just crazy! 20% shortfall!
We've been going to this for a very long time, finally the last point: the most delicious, all in one pile!
2.4) upgrading the ability of turrets for 5 points (+45 damage) (automatically adds up the ability of turrets for 2 points (+10% to rate of fire) + use turrets together with the "healing ghost" with the upgraded ability for 1 point (+35% to rate of fire) + Use turrets together with the purchase of the item "Heroic Aura" (+40% rate of fire)
Expected damage: (60+45)*(1+0.10+0.35+0.40)*30=5827.5; (60+45)*(1+0.10+0.35+0.40)*28=5439; (60+45)*(1+0.10+0.35+0.40)*27.5=5342 damage
in 30 seconds will be up to 4987 damage units dealt
4987/1440= +246%
( 4987 damage units / 30 seconds ) = 166 damage per second (difference from the declared 60 damage units per second differs by +177%) (in contrast to the expected: (60+45)*(1+0.10+0.35+0.40 )=194.25 damage units per second differs by -14.5%) ;
( 4987 damage units / 28 seconds ) = 178.1 damage per second (difference from the declared 60 damage units per second differs by +197%) (in contrast to the expected: (60+45)*(1+0.10+0.35+0.40 ) =194.25 damage units per second differs by -8.3%) ;
(4987 damage units / 27.5 seconds) = 181.3 damage per second (the difference from the stated 60 damage units per second differs by +202%) (in contrast to the expected: (60+45)*(1+0.10+0.35+0.40) = 194.25 damage units per second differs by -6.7%)
4987/5827.5= - 14.5%
Conclusion: who ate the turret damage? and in such huge quantities!
Phew! Finally, we're done! Sorry for the many numbers, but this will be useful for the developers.
Even at a quick glance, you can see that the damage is disappearing, in some places by 20%! Skills don't combine well, the more combinations, the greater the damage loss
This is our McGinnis, seemingly strong, but in fact a very fragile girl! Don't offend her, let's fix the mistakes together!
Since there will be a lot of statistics, we will start with what is simpler and works correctly.
Ultimate "Heavy Barrage": no complaints.
Further details.
According to the description: - without upgrades: 6 missiles per second for 30 damage for 13 seconds. We have 30 * 6 * 13 = 2340 damage in total
- all upgrades: 6 missiles per second for (30 + 30) damage for 13 seconds. We have 60*6*13=4680 damage in total
The "ghost wall" ability: everything also works correctly, no complaints.
Further in detail. In this ability, we are interested in the compliance of the first upgrade, namely a 25% increase in damage. It works correctly, according to the description.
McGinnis's hand damage is 63 and 116 light and heavy blows, respectively, after the debuff is applied it will be 78-79 and 145-146 (indeed: 63*1.25=78.75, 116*1.25=145 damage).
Also, the most important thing in my opinion, it works correctly with damage from turrets (more on this very important remark later).
Shot in the torso with 1 cartridge: damage 7-8. Shot to the body with 1 bullet taking into account the wall debuff 8-9 (actually: 7*1.25=8.75)
Shot to the head with 1 bullet: damage 13-15. Shot to the head with 1 bullet taking into account the wall debuff 17-19 (actually: 13*1.25=16.25, 14*1.25=17.5, 15*1.25=18.75)
Purchase "Vivifying Shot": additional 40 units of damage when shooting to the head are not increased by 25%.
Purchase "Mystical Shot": additional 68 units of damage are increased by 25% and will be: 68*1.25=85 damage.
Buying "Tesla Bullets": additional 30 damage to the main target is increased by 25%. And it is: 30*1.25=37.5 damage
Interesting facts about the wall, which are not in the description: - if the ability is launched into the textures in such a way that its Blu-print ghost passes through them for about half or a little more, then the wall will be automatically erected
- if the wall ability is launched at the maximum of its distance and there are textures (houses, cars, shop windows) in this place, then the wall will be erected automatically; however, if there are none, or the space is absolutely free, then the wall will not be erected automatically, Blue-print will stand in place and wait for the command for as long as necessary.
Ability "Healing Ghost": here the first injustices towards the young machine gunner will begin.
I will say right away, the ability works correctly.
For now, we will consider this ability only taking into account the increase in the rate of fire of our (and allied players) main weapon:
There will be a bit of stuffy mathematics: when considering the correctness of the increase in the rate of fire, it is worth considering the equation:
(number of rounds in the magazine) = (rate of fire) * (time to empty the magazine)
where (number of rounds in the magazine) is a value that is fixed in one way or another
(rate of fire) and (time to empty the magazine) are inversely proportional values - increasing the rate of fire decreases the time to empty the magazine.
Therefore, if we increase the multiplier (rate of fire), then the multiplier (time to empty the magazine) should decrease proportionally:
(number of rounds in the magazine) = ((rate of fire) * (1 + 0.35) ) * ((time to empty the magazine) / (1 + 0.35) )
Thus, the time to empty the magazine should decrease by 1.35 times: 1 / 1.35 = 0.74
Now the results of the experiment: McGinnis shoots the basic ammunition (66 rounds) in 6 seconds taking into account the drum spin, with the presence of the healing ghost this time is reduced to 4.5 seconds. With the purchase of the "titanic magazine", which does not affect the rate of fire, the ammunition will be 146 rounds, which she shoots in 12 seconds and 9 seconds without the ghost enhancement and with the ghost enhancement, respectively.
The calculated descriptions and the actual ones coincide: we see a reduction in the time of continuous shooting by about 25%.
Let's increase the ammunition without affecting the rate of fire, and also increase the duration of the healing ghost, also without affecting the rate of fire: we will purchase "Titanic Magazine", "Lucky Shot", "Berserker", "Rage" in the "Weapons" cells, and "Excellent Duration", "Limitless Spiritualism" in the "Spiritualism" cells: it has a 205-round magazine, which McGinnis shoots in 17 seconds, taking into account the drum spin; with the perk from the healing ghost, this time will be about 12.7 seconds. And these data also play in favor of the correct operation of this ability.
Ability "Mini-turret": oh, so many mistakes were made here that it's even a shame for our heroine, today's post.
So, from this point on I noticed the striking injustice towards McGinnis. But first, a little math.
The mechanics of the turrets are such that 30 units of damage will be dealt for one single attack, according to the description of damage per second will be 60.
We have an equation: (Total damage) = (damage of 1 bullet) * (number of bullets) = (damage of 1 bullet) * (number of bullets per unit of time) * (number of units of time)
(number of units of time) - a fixed value and is 30 seconds
(damage of 1 bullet) - fixed, equals 30 units per bullet
(number of bullets per unit of time) - it is also the rate of fire - the only parameter that will change in the experimental calculations below.
(Damage per second) - here there will be complaints. According to the description, 60 units per second, fired in two shots of 30. On the one hand, the damage is dealt twice as little, on the other - twice as often. In total, of course, the result is the same. But in reality, everything will be different.
In other words, all the math comes down to the formula: (Total damage) = ( 30 sec ) * ( 30 damage from each bullet ) * (rate of fire)
On the other hand: (Total damage) = ( 30 sec ) * (Damage per second)
I will duplicate the description of the "Turret" ability: according to the description, without upgrades, it has 60 damage per second and a 30-second existence. The turret deals 30 damage at a time, so we rightly assume that the turret in the basic configuration deals damage twice per second.
When we install a turret, it takes 2 seconds to deploy it and start an attack, but this is under favorable conditions, namely, if the enemy is in a direct line of attack. In this case, no time is wasted on turning the turret after deployment. If you place the turret in the opposite direction from the enemy so that it looks 180 degrees from him, then the turret will need about another second to turn. Thus, it is impossible to avoid the turret being idle for 2 seconds, or even 2.5-3 seconds. In further experiments and calculations, I took this into account.
How can we increase the total damage of our turrets, avoiding the purchase of spiritual power points? I know of only a few ways, but all except the "Wall" do not work correctly, to put it mildly. I will say right away, so as not to clutter up the data, the "Ghost Wall" ability works correctly, so we will not take it into account.
So:
0.1) Only basic turrets without modifiers
0.2) Only use turrets together with a "healing ghost" with an upgraded ability for 1 point (+35% to rate of fire)
0.3) Only use turrets together with the purchase of the "Heroic Aura" item (+40% rate of fire)
0.4) Regular turrets, without modifiers, but use turrets together with a "healing ghost" with an upgraded ability for 1 point (+35% to rate of fire) + use turrets together with the purchase of the "Heroic Aura" item (+40% rate of fire)
1.1) Upgrading the turret ability for 2 points (+10% to rate of fire)
1.2) Upgrading the turret ability for 2 points (+10% to rate of fire) + use turrets together with a "healing ghost" with upgraded ability for 1 point (+35% to rate of fire)
1.3) upgraded ability of turrets for 2 points (+10% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
1.4) upgraded ability of turrets for 2 points (+10% to rate of fire) + use turrets with the "healing ghost" with upgraded ability for 1 point (+35% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
2.1) upgraded ability of turrets for 5 points (+45 units of damage) (automatically added upgraded ability of turrets for 2 points (+10% to rate of fire)
2.2) upgraded ability of turrets for 5 points (+45 units of damage) (automatically adds upgrade to turret ability for 2 points (+10% to rate of fire) + use turrets together with "healing ghost" with upgraded ability for 1 point (+35% to rate of fire)
2.3) upgrade to turret ability for 5 points (+45 damage) (automatically adds upgrade to turret ability for 2 points (+10% to rate of fire) + Use turrets together with the purchase of the item "Heroic Aura" (+40% rate of fire)
2.4) upgrade to turret ability for 5 points (+45 damage) (automatically adds upgrade to turret ability for 2 points (+10% to rate of fire) + use turrets together with "healing ghost" with upgraded ability for 1 point (+35% to rate of fire) + Use turrets together with the purchase of the item "Heroic aura" (+40% rate of fire)
Further, there will be a lot and in detail described, there will be a lot of statistics, the conclusions will be highlighted in bold.
All experiments were conducted in a sandbox, shooting at a dummy and only at a single target.
Here will be calculations for 30, 28, 27.5 seconds. The calculations were taken the highest, the real operating time of the turret is 28 seconds.
So, let's get started:
0.1) Turret ability, without upgrades, in the basic configuration:
from 1380 to 1440 units of damage will be dealt in 30 seconds (depending on the initial orientation of the turret - on or against the enemy)
Expected damage: 60*30=1800; 60*28=1680; 60*27.5=1650 units of damage
Thus we get:
(1440 units of damage / 30 seconds) = 48 damage per second (the difference from the declared 60 units of damage per second differs by -20%);
(1440 units of damage / 28 seconds) = 51.43 damage per second (the difference from the declared 60 units of damage per second differs by -14.29%);
(1440 damage units / 27.5 seconds) = 52.36 damage per second (the difference from the stated 60 damage units per second differs by -12.73%).
To get 60 damage units, 1440/60 = 24 seconds of turret operation would be required per second, that is, if the turret were to deploy in 6 seconds, which is not and cannot be. Result: the description does not correspond to reality.
In the future, I recommend that players focus on 48 damage units per second from the turret, the stated 60 do not correspond to reality. This follows from an experiment when calculating damage from a turret with an active debuff from a wall: a wall is placed in advance at the target so that the turret starts firing with a damage modifier of +25% damage; further, the walls are placed in such a way as to constantly maintain the damage modifier without blocking the turret's fire. Usually, you had to put up 6 walls, not counting the zero one (put up before the turret to apply a debuff to the target). The damage done by the walls was, of course, taken into account and subtracted.
Conclusion: McGinnis was shortchanged on damage by 360 units or -20%!
1440/1800= -20%
0.2) Turret ability, without upgrades, in the basic configuration + "Healing Ghost" ability with a pumped-up ability for 1 point (+35% to rate of fire):
Expected damage: (60*1.35)*30=2430; (60*1.35)*28=2268; (60*1.35)*27.5=2227.5 damage units
2040 to 2130 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2130/1440=+47.9%!
(2130 damage units / 30 seconds) = 71 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -12.35%);
(2130 damage units / 28 seconds) = 76.1 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -6.07%);
(2130 damage units / 27.5 seconds) = 77.46 damage per second (difference from the declared 60*1.35=81 damage units per second differs by -4.37%)
Conclusion: de facto the ability has increased by almost 48%, but is very far behind the calculated data!
2130/2430= -12.4%
0.3) Turret ability, without improvements, in the basic configuration + purchase of the item "Heroic Aura" (+40% rate of fire):
Expected damage: (60*1.40)*30=2520; (60*1.40)*28=2352; (60*1.40)*27.5=2310 damage units
2040 to 2160 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2160/1440=+50%!
(2160 damage units / 30 seconds) = 72 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -11.11%);
(2160 damage units / 28 seconds) = 77.14 damage per second (the difference from the stated 60*1.35=81 damage units per second differs by -4.77%);
(2160 damage units / 27.5 seconds) = 78.55 damage per second (difference from the declared 60*1.35=81 damage units per second differs by -3.7%)
Conclusion: de facto the ability has increased by 50%, but does not correspond to the expected calculations, although in places with a small error.
2160/2520= -14.3%
0.4) Turret ability, without improvements, in the basic configuration + Ability "healing ghost" with the pumped ability for 1 point (+35% to the rate of fire) + purchase of the item "Heroic Aura" (+40% rate of fire):
Expected damage: (60*1.75)*30=3150; (60*1.75)*28=2940; (60*1.75)*27.5=2887.5 damage units
2850 damage units will be dealt in 30 seconds (from here on I consider the best case)
2850/1440=+97.9%
(2850 damage units / 30 seconds) = 95 damage per second (difference from the declared (60*(1+0.35+0.40)=105 damage units per second differs by -9.52%);
(2850 damage units / 28 seconds) = 101.79 damage per second (difference from the declared (60*(1+0.35+0.40)=105 damage units per second differs by -3.06%);
(2850 damage units / 27.5 seconds) = 103.64 damage per second (difference from the declared (60*(1+0.35+0.40)=105 units of damage per second differs by -1.3%)
Conclusion: de facto the ability has increased by 97% instead of the expected 75%, but still does not correspond to the expected calculations, albeit with a small error.
Instead of the expected +35%+40%=75% increase, we have 97%, but we are still in negative numbers in relation to the calculated ones from -13.64% to -5.79%
2850/3150= -9.5%
1.1) Upgrading the ability of turrets for 2 points (+10% to the rate of fire)
Expected damage: (60 * 1.1) * 30 = 1980; (60 * 1.1) * 28 = 1848; (60 * 1.1) * 27.5 = 1815 units of damage
up to 1710 units of damage will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
Thus we get:
(1710 units of damage / 30 seconds) = 57 damage per second (the difference from the declared 60 units of damage per second differs by -5%) (in contrast to the expected: 60 * 1.1 = 66 units of damage per second differs by -13.64%);
(1710 damage units / 28 seconds) = 61.07 damage per second (the difference from the stated 60 damage units per second differs by +1.79%) (in contrast to the expected: 60*1.1=66 damage units per second differs by -6.5%);
(1710 damage units / 27.5 seconds) = 62.18 damage per second (the difference from the declared 60 damage units per second differs by +3.64%) (in contrast to the expected: 60 * 1.1 = 66 damage units per second differs by -5.79%)
Conclusion: An interesting observation: if we take 1440 damage units as a base (de facto maximum damage in the basic configuration), then the calculated damage should increase by 10%, that is, to 1440 * 1.1 = 1584 units, but we have 1710. Thus, the damage increased by +18.75%. The damage per second barely reaches the declared base, but alas, we are dealing with a modified one.
Instead of the expected +10% gain we have +18.75%, but we only approached the estimated -5% to +3.64%
1710/1980= -13.6%
1.2) upgrading the turret ability for 2 points (+10% to rate of fire) + using turrets together with the "healing ghost" with the upgraded ability for 1 point (+35% to rate of fire)
Expected damage: (60*1.45)*30=2160 ; (60*1.45)*28=2436; (60*1.45)*27.5=2392.5 damage units
up to 2160 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2160/1440=+50%
Thus we get:
(2160 damage units / 30 seconds) = 72 damage units per second (the difference from the declared 60 damage units per second differs by +20%) (in contrast to the expected: 60*(1+0.1+0.35) = 87 damage units per second differs by -17.24%);
(2160 damage units / 28 seconds) = 77.14 damage per second (the difference from the declared 60 damage units per second differs by +28.6%) (in contrast to the expected: 60*(1+0.1+0.35) = 87 damage units per second differs by -11.33%) ;
(2160 damage units / 27.5 seconds) = 78.55 damage per second (the difference from the declared 60 damage units per second differs by +30.9%) (in contrast to the expected: 60*(1+0.1+0.35) = 87 damage units per second differs by -9.7%) ;
Instead of the expected 10% + 35% = 45% gain, we only have + 20% to + 30.9%
2160/2160 = 0%
Conclusion: Interesting observation: if we take 1440 damage units as a base, then the calculated damage should increase by 10% + 35%, that is, up to 1440 * (1 + 0.1 + 0.35) = 2088 units, but we have 2160. Thus, the damage increased by + 50%. Damage per second is still far short of what was expected, and significantly so.
1.3) upgrading the turret ability for 2 points (+ 10% to rate of fire) + Use turrets together with the purchase of the "Heroic Aura" item (+ 40% rate of fire)
Expected damage: (60 * 1.50) * 30 = 2700; (60*1.50)*28=2520; (60*1.50)*27.5=2475 damage units
up to 2160 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2160/1440=+50%
Thus we get:
(2160 damage units / 30 seconds) = 72 damage per second (the difference from the declared 60 damage units per second differs by +20%) (in contrast to the expected: 60*(1+0.1+0.40) = 90 damage units per second differs by -20%);
(2160 damage units / 28 seconds) = 77.14 damage per second (the difference from the declared 60 damage units per second differs by +28.6%) (in contrast to the expected: 60*(1+0.1+0.40) = 90 damage units per second differs by -14.3%) ;
(2160 damage units / 27.5 seconds) = 78.55 damage per second (the difference from the declared 60 damage units per second differs by +30.9%) (in contrast to the expected: 60*(1+0.1+0.40) = 90 damage units per second differs by -12.7%) ;
Instead of the expected 10%+40%=50% boost, we only have +20% to +30.9%
2160/2700= -20%
Conclusion: Damage matched the previous boost combination (+45%), but here we should have seen an increase of at least the same 5%; the lag is still striking
1.4) upgrading the turret ability for 2 points (+10% to rate of fire) + using turrets together with a "healing ghost" with an upgraded ability for 1 point (+35% to rate of fire) + Using turrets together with the purchase of the "Heroic Aura" item (+40% rate of fire)
Expected damage: (60*1.85)*30=3330; (60*1.85)*28=3108; (60*1.85)*27.5=3052.5 damage units
up to 2850 (!) damage units will be dealt in 30 seconds (YES! THIS IS NOT A TYPO! THE DAMAGE WILL BE THE SAME AS IF WE DIDN'T UPGRADE turret abilities for 2 points (+10% to rate of fire) SEE ITEM 0.4))
2850/1440=+97.9%
(2850 damage units / 30 seconds) = 95 damage per second (difference from the declared (60*(1+0.35+0.40+0.10)=111 damage units per second differs by -14.4%);
(2850 damage units / 28 seconds) = 101.79 damage per second (difference from the declared (60*(1+0.35+0.40)=111 damage per second differs by -8.3%) ;
(2850 damage / 27.5 seconds ) = 103.64 damage per second (difference from the declared (60*(1+0.35+0.40)=111 damage per second differs by -6.63%)
Instead of the expected 10%+40%+35%=85% gain WE HAVE THE SAME RESULTS, AND EVEN LOWER THAN EXPECTED!
Conclusion: The damage coincided with the previous combination of gains (+75%)!
2.1) upgrading the ability of turrets for 5 points (+45 damage) (upgrading the ability of turrets for 2 points is automatically added (+10% to rate of fire)
Expected damage: (60+45)*(1+0.10)*30=3465 ; (60+45)*(1+0.10)*28=3234; (60+45)*(1+0.10)*27.5=3176.25 damage units
from 2888 to 2993 damage units will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against the enemy)
2993/1440=+108%
Thus we get:
(2993 damage units / 30 seconds) = 99.9 damage per second (the difference from the declared 60 damage units per second differs by +66.5%) (in contrast to the expected: (60+45)*(1+0.10)=115.5 damage units per second differs by -13.5%);
(2993 damage units / 28 seconds) = 107 damage per second (the difference from the stated 60 damage units per second differs by +78.3%) (in contrast to the expected: (60+45)*(1+0.10)=115.5 damage units per second differs by -7.4%);
(2993 damage units / 27.5 seconds) = 109 damage per second (the difference from the stated 60 damage units per second differs by +81.7%) (in contrast to the expected: (60+45)*(1+0.10)=115.5 damage units per second differs by -5.6%)
2993/3465= -13.6%
Conclusion: McGinnis was still shortchanged on damage, noticeably shortchanged.
2.2) upgrade turret abilities for 5 points (+45 damage) (automatically upgrade turret abilities for 2 points (+10% to rate of fire) + use turrets together with a "healing ghost" with upgraded ability for 1 point (+35% to rate of fire)
Expected damage: (60+45)*(1+0.10+0.35)*30=4567.5; (60+45)*(1+0.10+0.35)*28=4263; (60+45)*(1+0.10+0.35)*27.5=4187 damage
up to 3780 damage will be dealt in 30 seconds (depending on the initial orientation of the turret - towards or against enemy)
3780/1440=+162.5%%
Thus we get:
(3780 damage units / 30 seconds) = 126 damage per second (the difference from the declared 60 damage units per second differs by +110%) (in contrast to the expected: (60+45)*(1+0.10+0.35)=152 damage units per second differs by -17.1%);
(3780 damage units / 28 seconds) = 135 damage per second (the difference from the declared 60 damage units per second differs by +125%) (in contrast to the expected: (60+45)*(1+0.10+0.35)=152 damage units per second differs by -11.2%);
(3780 damage units / 27.5 seconds) = 137.5 damage per second (the difference from the declared 60 damage units per second differs by +129%) (in contrast to the expected: (60+45)*(1+0.10+0.35)=152 damage units per second differs by -9.5%)
3780/4567.5= -17.2%
Conclusion: another blasphemous underdelivery (3780 in hand instead of the promised 4567)
2.3) upgrading the ability of turrets for 5 points (+45 damage) (automatically adds up to upgrading the ability of turrets for 2 points (+10% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
Expected damage: (60+45)*(1+0.10+0.40)*30=4725 ; (60+45)*(1+0.10+0.40)*28=4410; (60+45)*(1+0.10+0.40)*27.5=4331 damage
in 30 seconds, up to 3780 damage will be dealt (yes, and this is also not a typo, the values are absolutely the same as in the paragraph above, I checked it with experiments several times times)
3780/1440=+162.5%%
Thus we get:
(3780 damage units / 30 seconds) = 126 damage per second (the difference from the declared 60 damage units per second differs by +110%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -20%);
(3780 damage units / 28 seconds) = 135 damage per second (the difference from the declared 60 damage units per second differs by +125%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -14.3%);
(3780 damage units / 27.5 seconds) = 137.5 damage per second (the difference from the stated 60 damage units per second differs by +129%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -12.7%)
3780/4725= -20%
Conclusion: THIS is just crazy! 20% shortage!
2.3) upgrading the ability of turrets for 5 points (+45 damage) (automatically adds up to upgrading the ability of turrets for 2 points (+10% to rate of fire) + Use turrets with the purchase of the item "Heroic Aura" (+40% rate of fire)
Expected damage: (60+45)*(1+0.10+0.40)*30=4725 ; (60+45)*(1+0.10+0.40)*28=4410; (60+45)*(1+0.10+0.40)*27.5=4331 damage
in 30 seconds, up to 3780 damage will be dealt (yes, and this is also not a typo, the values are absolutely the same as in the paragraph above, I checked it with experiments several times times)
3780/1440=+162.5%%
Thus we get:
(3780 damage units / 30 seconds) = 126 damage per second (the difference from the declared 60 damage units per second differs by +110%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -20%);
(3780 damage units / 28 seconds) = 135 damage per second (the difference from the declared 60 damage units per second differs by +125%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -14.3%);
(3780 damage units / 27.5 seconds) = 137.5 damage per second (the difference from the declared 60 damage units per second differs by +129%) (in contrast to the expected: (60+45)*(1+0.10+0.40)=157.5 damage units per second differs by -12.7%)
3780/4725= -20%
Conclusion: THIS is just crazy! 20% shortfall!
We've been going to this for a very long time, finally the last point: the most delicious, all in one pile!
2.4) upgrading the ability of turrets for 5 points (+45 damage) (automatically adds up the ability of turrets for 2 points (+10% to rate of fire) + use turrets together with the "healing ghost" with the upgraded ability for 1 point (+35% to rate of fire) + Use turrets together with the purchase of the item "Heroic Aura" (+40% rate of fire)
Expected damage: (60+45)*(1+0.10+0.35+0.40)*30=5827.5; (60+45)*(1+0.10+0.35+0.40)*28=5439; (60+45)*(1+0.10+0.35+0.40)*27.5=5342 damage
in 30 seconds will be up to 4987 damage units dealt
4987/1440= +246%
( 4987 damage units / 30 seconds ) = 166 damage per second (difference from the declared 60 damage units per second differs by +177%) (in contrast to the expected: (60+45)*(1+0.10+0.35+0.40 )=194.25 damage units per second differs by -14.5%) ;
( 4987 damage units / 28 seconds ) = 178.1 damage per second (difference from the declared 60 damage units per second differs by +197%) (in contrast to the expected: (60+45)*(1+0.10+0.35+0.40 ) =194.25 damage units per second differs by -8.3%) ;
(4987 damage units / 27.5 seconds) = 181.3 damage per second (the difference from the stated 60 damage units per second differs by +202%) (in contrast to the expected: (60+45)*(1+0.10+0.35+0.40) = 194.25 damage units per second differs by -6.7%)
4987/5827.5= - 14.5%
Conclusion: who ate the turret damage? and in such huge quantities!
Phew! Finally, we're done! Sorry for the many numbers, but this will be useful for the developers.
Even at a quick glance, you can see that the damage is disappearing, in some places by 20%! Skills don't combine well, the more combinations, the greater the damage loss
This is our McGinnis, seemingly strong, but in fact a very fragile girl! Don't offend her, let's fix the mistakes together!