For a while I have been working on a spreadsheet that gathers and calculates all kinds of useful info on all the weapons in the game, and presents it in an effective way. But in spite of some significant work and the precious help of WhiteF8ng and maverick07, I haven't managed to completely finish it.
So I'm just going to release it as it is now, and hope that it can still be of some use to at least a few people. And I may or may not spend more time in the future to improve it and add missing information.
First, the link: https://docs.google.com/spreadsheet/...kE&usp=sharing
Any comment or suggestion is of course welcome.
Below I am also posting the content of the spreadsheet's "Help" tab. All these tables and numbers make perfect sense in my head, but I'm not sure they do for everyone else...
General
This is still a work in progress, so missing values and errors are possible. If you think that something needs to be modified, please PM Tekrunner on the forums.
This spreadsheet is divided in several tabs, which show different information. A description of each tab can be found below.
A color code is used in several tabs, in order to give an idea of whether a value is near the top or the bottom of its range.
Top values are in red, then orange and green.
Lowest values are in pink, then purple and blue.
So for exemple, the crit dps value of a Thundered Pistol is shown in orange, because it is the top 10 value."
In some cases, card values don't accurately represent what is really happening. For example, burst weapons have an effective fire rate that is much lower than the card value (which only shows the fire rate during a burst)
In these cases, the values displayed here were obtained from measurements, and differ from what is shown on weapon cards.
All displayed stats are for a theoretical white weapon with no bonus. To see the effect of rarity and bonus rolls, see the DPS Calculator tab.
Bullet Weapons
This tab shows statistics and metrics on all base bullet weapons. The calculated metrics are :
- Total damage per shot : should be self-explanatory
- DPS : damage per second the weapon inflicts while it is firing (especially important for PvP)
- DPS + reload : average damage per second, taking into account the time spent reloading (especially important in PvE for enemies with a lot of HP and no or hard-to-hit weak spots)
- Total crit damage per shot : especially meaningful for sniper rifles
- Crit DPS : critical damage per second while the weapon is firing
- Crit DPS + reload : critical damage per second, taking reload time into account (especially important in PvE for enemies with a lot of HP and easy-to-hit weak spots)
- Time to empty mag : time it takes to empty a magazine while firing constantly
- Bullets per second : self-explanatory, can give a clue as to whether the weapon is good at triggering nano-effects
Explosives
This tab shows statistics and metrics on all base detonators and rocket launchers. The calculated metrics are :
- Total max damage per shot : damage per shot if the projectile or each of its clusters hit a single enemy within the full damage radius
- Max DPS (single target) : damage per second if the projectiles or each of their clusters hit a single enemy within the full damage radius
- Max DPS + reload : same as above, but taking time spent reloading into account
- Time to empty mag : time it takes to empty a magazine while firing constantly
Infectors
Calculating meaningful metrics for infectors is a little tricky, so for now only base stats are shown. As even these are a big mess in-game, here are some explanations on what some of them mean :
- Parasite damage : damage done by each parasite
- Hatch damage : damage done for every 5 syringe hits, when a new parasite hatches
- Infection damage (DoT) : damage per tick from a DoT infection (listed as Bug DMG on weapon cards). Warning: this is not necessarily a damage per second value, it depends on how fast the DoT ticks (canker DoT ticks faster)
- Max number of active DoT : most infectors can only put on DoT on each target, but cankers can put up to 3, and outbreakers as many as you can put on the target before the first one runs out (hence the "N" value for that infector)
- DoT length : how long each DoT lasts, in seconds. Most last 9, but every 2 out of 3 outbreaker DoT lasts 16 seconds, for some reason.
- Number of ticks : number of ticks before a DoT stops. Cankers tick faster than other infectors, hence the higher number of ticks in the same period of time.
BMG
There is really not much to say about these, no metrics are calculated.
Charge Weapons
This tab shows statistics and metrics on all base charge weapons. The calculated metrics are :
- DPS (uncharged) : damage per second while firing, if the weapon is never charged at all
- DPS + reload (uncharged) : damage per second taking time spent reloading into account, if the weapon is never charged at all
- DPS (full charge) : damage per second while firing, if the weapon is fully charged before each shot
- DPS + reload (full charge) : damage per second taking time spent reloading into account, if the weapon is fully charged before each shot
- Crit DPS (full charge) : critical damage per second while firing, if the weapon is fully charged before each shot
- Crit DPS + reload (full charge) : critical damage per second taking time spent reloading into account, if the weapon is fully charged before each shot
- Time to empty mag (full charge) : time to empty a full magazine if the weapon the weapon is fully charged before each shot
- Bullets per second (full charge) : number of bullets fired per second if the weapon the weapon is fully charged before each shot
Extra Life / Arkbreaker
These tabs are organized a bit differently. For each of the event or DLC weapon, base and calculated statistics are displayed. Right under it, the same stats are displayed for the corresponding base weapon. And on a third line, the percentage difference is displayed between the two.
The point of these tabs is to determine how much better event / DLC weapons are compared to their base model.
DPS Calculator
This tab is still a bit experimental, and requires some knowledge of game formulas to make it work. Its purpose is to allow the comparison of actual weapons, with the effect of their rarity and bonus rolls factored in. Right now it only works for bullet weapons.
- In order to use it, first create a copy of this spreadsheet, so that you can modify it.
- Then, copy the base statistics of the weapon you want to apply bonuses to, from the Bullet Weapons tab. Copy columns from Damage to Crit Mult.
- Paste these stats in the Damage column of the DPS Calculator tab.
- Set the bonuses in column H to M to match your weapon. Bonus Mag 1 is for flat, additive mag bonuses, Bonus Mag 2 is for relative, multiplicative bonuses.
- The calculated columns should update automatically.
Master
This tab contains the source data used by all the other tabs. It is used for data entry, most users don't need to bother with it.
Other tabs
All tabs after Master are technical tabs, necessary only so that other tabs can display their information properly.
TL;DR: big spreadsheet with a ton of info on gunz, link is https://docs.google.com/spreadsheet/...kE&usp=sharing