Difference between revisions of "Aiming Time"
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− | {{Stat | + | {{stub|reason= [[Children#Stats]] - not just what is there, but how it applies in the order of operations. }} |
+ | {{For|the similar stat that affects cooldown time|Ranged Cooldown Multiplier}}{{Verified|1.3.3101}}{{Stat | ||
| default base value = 1 | | default base value = 1 | ||
| min value = 0.01 | | min value = 0.01 | ||
| to string style = PercentZero | | to string style = PercentZero | ||
− | | description = How long it takes to | + | | description = How long it takes to shoot after choosing a target. |
+ | | category = PawnCombat | ||
}} | }} | ||
− | A pawn's aiming time is affected by the following | + | Aiming time works as a multiplier on the warmup time of a ranged [[weapon]], i.e. a ranged weapon with a warmup time of 1 second normally will have a warmup time of 0.5 seconds in the hands of a pawn with an Aiming Time stat of 50%. Note that the cooldown time of the weapon is unaffected. |
− | * Trigger-happy: | + | |
− | * Careful shooter: | + | This stat also applies to [[psycast]]s ,{{RoyaltyIcon}} the integrated weapons of [[grenadier armor|grenadier]] {{RoyaltyIcon}} and [[phoenix armor]]s, {{RoyaltyIcon}} and a number of [[utility]] items including the [[orbital bombardment targeter]], [[orbital power beam targeter]], [[psychic shock lance]], [[psychic insanity lance]], [[tornado generator]], [[jump pack]] {{RoyaltyIcon}} [[orbital mech cluster targeter]],{{RoyaltyIcon}} and [[disruptor flare pack]].{{AnomalyIcon}} |
+ | |||
+ | == Factors == | ||
+ | A pawn's aiming time has a base value of 100%, a minimum value of 1% and is affected by the following factors: | ||
+ | * [[Trigger-happy]]: {{---|50%}} | ||
+ | * [[Careful shooter]]: {{++|25%}} | ||
+ | * [[Ideoligion#Shooting specialist|Shooting specialist role]]{{IdeologyIcon}}: {{---|50%}} | ||
+ | * [[Ideoligion#Shooting specialist|Shooting specialist's Marksman Command]]{{IdeologyIcon}}: {{---|40%}} | ||
+ | |||
+ | == DPS table == | ||
+ | The effect of the reduction in aiming time on the DPS of ranged [[weapons]] depends on each weapon's unique ratio of "Warmup time" and "Cooldown time". For example, a weapon with a long warmup and short cooldown will benefit more from a reduced aiming time than a weapon with a shorter warmup and/or a longer cooldown, all else being equal. | ||
+ | |||
+ | The table below details the effect of the reduction in aiming time on the DPS for each pawn-usable, ranged [[weapon]]. Note that while single use weapons such as the [[doomsday rocket launcher]] do benefit from the decreased aiming time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded. | ||
+ | |||
+ | Also note that this DPS only takes into account the Aiming Time of a pawn, and assumes all other factors are equal. For example, the 125% column will represent the decrease in DPS from the increased Aiming Time of [[Careful shooter]] trait, but will '''not''' reflect the effect of the increase in [[Shooting Accuracy]] that the trait also provides. | ||
+ | |||
+ | {{Weapon Time}} | ||
+ | {{Weapon Time/Damage|range=Touch}} | ||
+ | {{Weapon Time/Damage|range=Short|rangeNum=12}} | ||
+ | {{Weapon Time/Damage|range=Medium|rangeNum=25}} | ||
+ | |||
+ | == Analysis == | ||
+ | The minimum aiming time is achieved by a happy-trigger shooting specialist. This causes a drastic change in the damage output of weapon, heavily favoring shotguns, LMGs, and miniguns. A mere [[pump shotgun]] in the hands of such shooter will have a damage output on par with a [[charge rifle]] | ||
+ | {{Nav|stats|wide}} |
Latest revision as of 18:45, 23 December 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Children#Stats - not just what is there, but how it applies in the order of operations.. |
Aiming Time is a stat: How long it takes to shoot after choosing a target. Its minimum allowed value is 1%. Its default value is 100%.
Aiming time works as a multiplier on the warmup time of a ranged weapon, i.e. a ranged weapon with a warmup time of 1 second normally will have a warmup time of 0.5 seconds in the hands of a pawn with an Aiming Time stat of 50%. Note that the cooldown time of the weapon is unaffected.
This stat also applies to psycasts , the integrated weapons of grenadier and phoenix armors, and a number of utility items including the orbital bombardment targeter, orbital power beam targeter, psychic shock lance, psychic insanity lance, tornado generator, jump pack orbital mech cluster targeter, and disruptor flare pack.
Factors[edit]
A pawn's aiming time has a base value of 100%, a minimum value of 1% and is affected by the following factors:
- Trigger-happy: −50%
- Careful shooter: +25%
- Shooting specialist role: −50%
- Shooting specialist's Marksman Command: −40%
DPS table[edit]
The effect of the reduction in aiming time on the DPS of ranged weapons depends on each weapon's unique ratio of "Warmup time" and "Cooldown time". For example, a weapon with a long warmup and short cooldown will benefit more from a reduced aiming time than a weapon with a shorter warmup and/or a longer cooldown, all else being equal.
The table below details the effect of the reduction in aiming time on the DPS for each pawn-usable, ranged weapon. Note that while single use weapons such as the doomsday rocket launcher do benefit from the decreased aiming time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded.
Also note that this DPS only takes into account the Aiming Time of a pawn, and assumes all other factors are equal. For example, the 125% column will represent the decrease in DPS from the increased Aiming Time of Careful shooter trait, but will not reflect the effect of the increase in Shooting Accuracy that the trait also provides.
Weapon | DPS | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
with Aiming Time of | |||||||||||||||
100% | 180% | 125% | 60% | 50% | 10% | 1% | 100% | 180% | 125% | 60% | 50% | 10% | 1% | ||
and Ranged Cooldown Multiplier of | |||||||||||||||
100% | 100% | 100% | 100% | 100% | 100% | 100% | 80% | 80% | 80% | 80% | 80% | 80% | 80% | ||
Assault rifle | 100% | 79% | 92% | 115% | 120% | 142% | 148% | 113% | 87% | 103% | 132% | 138% | 169% | 178% | |
Autopistol | 100% | 84% | 95% | 110% | 113% | 126% | 130% | 118% | 97% | 111% | 133% | 137% | 157% | 162% | |
Bolt-action rifle | 100% | 70% | 88% | 127% | 136% | 192% | 211% | 110% | 75% | 96% | 144% | 156% | 234% | 263% | |
Chain shotgun | 100% | 75% | 91% | 120% | 126% | 160% | 170% | 110% | 81% | 99% | 135% | 143% | 188% | 202% | |
Charge lance | 100% | 76% | 91% | 118% | 124% | 153% | 162% | 114% | 84% | 103% | 138% | 146% | 189% | 202% | |
Charge rifle | 100% | 81% | 93% | 113% | 117% | 136% | 141% | 113% | 89% | 105% | 131% | 136% | 162% | 169% | |
EMP grenades | 100% | 78% | 92% | 117% | 122% | 148% | 155% | 115% | 86% | 104% | 137% | 145% | 182% | 194% | |
EMP launcher | 100% | 71% | 89% | 125% | 133% | 182% | 198% | 111% | 77% | 98% | 143% | 154% | 222% | 247% | |
Frag grenades | 100% | 78% | 92% | 117% | 122% | 148% | 155% | 115% | 86% | 104% | 137% | 145% | 182% | 194% | |
Greatbow | 100% | 69% | 88% | 130% | 140% | 206% | 230% | 109% | 73% | 95% | 146% | 159% | 250% | 287% | |
Heavy SMG | 100% | 80% | 93% | 114% | 118% | 138% | 144% | 113% | 88% | 104% | 131% | 137% | 164% | 172% | |
Incendiary launcher | 100% | 71% | 89% | 125% | 133% | 182% | 198% | 111% | 77% | 98% | 143% | 154% | 222% | 247% | |
LMG | 100% | 74% | 90% | 121% | 127% | 163% | 174% | 109% | 79% | 98% | 135% | 143% | 190% | 205% | |
Machine pistol | 100% | 80% | 93% | 114% | 118% | 138% | 143% | 112% | 88% | 103% | 130% | 136% | 163% | 170% | |
Minigun | 100% | 77% | 92% | 117% | 123% | 149% | 157% | 107% | 82% | 98% | 127% | 134% | 166% | 176% | |
Molotov cocktails | 100% | 78% | 92% | 117% | 122% | 148% | 155% | 115% | 86% | 104% | 137% | 145% | 182% | 194% | |
Pila | 100% | 71% | 89% | 125% | 133% | 182% | 198% | 111% | 77% | 98% | 143% | 154% | 222% | 247% | |
Pump shotgun | 100% | 75% | 91% | 120% | 126% | 160% | 171% | 113% | 82% | 101% | 140% | 148% | 197% | 213% | |
Recurve bow | 100% | 73% | 90% | 123% | 131% | 173% | 186% | 112% | 79% | 99% | 142% | 152% | 212% | 232% | |
Revolver | 100% | 89% | 96% | 107% | 109% | 117% | 119% | 120% | 104% | 115% | 130% | 133% | 145% | 148% | |
Short bow | 100% | 74% | 90% | 122% | 129% | 168% | 180% | 112% | 80% | 100% | 141% | 150% | 206% | 225% | |
Smoke launcher | 100% | 71% | 89% | 125% | 133% | 182% | 198% | 111% | 77% | 98% | 143% | 154% | 222% | 247% | |
Sniper rifle | 100% | 67% | 87% | 132% | 143% | 219% | 248% | 109% | 71% | 93% | 147% | 162% | 265% | 309% | |
Hellcat rifle | 100% | 78% | 92% | 116% | 121% | 146% | 153% | 112% | 85% | 102% | 133% | 140% | 174% | 184% | |
Incinerator | 100% | 91% | 97% | 105% | 106% | 112% | 114% | 117% | 105% | 113% | 124% | 126% | 134% | 136% | |
Nerve spiker | 100% | 73% | 90% | 123% | 131% | 173% | 186% | 112% | 79% | 99% | 142% | 152% | 212% | 232% | |
Flamebow | 100% | 74% | 90% | 122% | 129% | 168% | 180% | 112% | 80% | 100% | 141% | 150% | 206% | 225% | |
Tox grenades | 100% | 78% | 92% | 117% | 122% | 148% | 155% | 115% | 86% | 104% | 137% | 145% | 182% | 194% | |
Toxbomb launcher | 100% | 74% | 90% | 121% | 128% | 165% | 176% | 113% | 81% | 100% | 140% | 150% | 203% | 220% | |
Grenadier armor | 100% | 68% | 87% | 132% | 143% | 217% | 246% | 109% | 71% | 93% | 147% | 161% | 263% | 307% | |
Phoenix armor | 100% | 68% | 87% | 132% | 143% | 217% | 246% | 109% | 71% | 93% | 147% | 161% | 263% | 307% |
Weapon | DPS | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
with Aiming Time of | |||||||||||||||
100% | 50% | 1% | 100% | 50% | 1% | ||||||||||
and Ranged Cooldown Multiplier of | |||||||||||||||
100% | 100% | 100% | 80% | 80% | 80% | ||||||||||
Assault rifle | 6.53 | 7.82 | 9.69 | 7.35 | 9.03 | 11.63 | |||||||||
Autopistol | 6.15 | 6.95 | 7.97 | 7.27 | 8.42 | 9.96 | |||||||||
Bolt-action rifle | 3.66 | 4.98 | 7.72 | 4.04 | 5.71 | 9.62 | |||||||||
Chain shotgun | 10.68 | 13.48 | 18.16 | 11.78 | 15.29 | 21.6 | |||||||||
Charge lance | 4.43 | 5.49 | 7.18 | 5.05 | 6.48 | 8.96 | |||||||||
Charge rifle | 7.28 | 8.54 | 10.27 | 8.25 | 9.9 | 12.32 | |||||||||
Greatbow | 3.16 | 4.42 | 7.27 | 3.46 | 5.03 | 9.06 | |||||||||
Heavy SMG | 10.49 | 12.4 | 15.1 | 11.83 | 14.32 | 18.04 | |||||||||
LMG | 6.31 | 8.04 | 11 | 6.91 | 9.03 | 12.94 | |||||||||
Machine pistol | 9.92 | 11.71 | 14.23 | 11.15 | 13.46 | 16.9 | |||||||||
Minigun | 5.51 | 6.76 | 8.67 | 5.91 | 7.37 | 9.7 | |||||||||
Pila | 1.57 | 2.09 | 3.1 | 1.74 | 2.41 | 3.86 | |||||||||
Pump shotgun | 6.7 | 8.47 | 11.43 | 7.58 | 9.93 | 14.27 | |||||||||
Recurve bow | 3.16 | 4.13 | 5.89 | 3.54 | 4.8 | 7.35 | |||||||||
Revolver | 5.06 | 5.49 | 5.99 | 6.08 | 6.72 | 7.49 | |||||||||
Short bow | 2.75 | 3.55 | 4.96 | 3.09 | 4.14 | 6.19 | |||||||||
Sniper rifle | 2.16 | 3.09 | 5.35 | 2.34 | 3.48 | 6.67 | |||||||||
Hellcat rifle | 5.74 | 6.96 | 8.8 | 6.44 | 8.02 | 10.56 | |||||||||
Nerve spiker | 2.49 | 3.24 | 4.63 | 2.78 | 3.77 | 5.77 | |||||||||
Flamebow | 1.5 | 1.94 | 2.71 | 1.69 | 2.26 | 3.37 |
Weapon | DPS | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
with Aiming Time of | |||||||||||||||
100% | 50% | 1% | 100% | 50% | 1% | ||||||||||
and Ranged Cooldown Multiplier of | |||||||||||||||
100% | 100% | 100% | 80% | 80% | 80% | ||||||||||
Assault rifle | 7.62 | 9.12 | 11.31 | 8.58 | 10.53 | 13.56 | |||||||||
Autopistol | 5.38 | 6.09 | 6.98 | 6.36 | 7.37 | 8.71 | |||||||||
Bolt-action rifle | 4.5 | 6.13 | 9.5 | 4.97 | 7.03 | 11.84 | |||||||||
Chain shotgun | 11.99 | 15.14 | 20.39 | 13.23 | 17.17 | 24.25 | |||||||||
Charge lance | 5.8 | 7.19 | 9.39 | 6.61 | 8.47 | 11.72 | |||||||||
Charge rifle | 8.47 | 9.93 | 11.95 | 9.6 | 11.52 | 14.33 | |||||||||
Greatbow | 4.13 | 5.78 | 9.51 | 4.52 | 6.57 | 11.85 | |||||||||
Heavy SMG | 8.02 | 9.48 | 11.55 | 9.04 | 10.95 | 13.8 | |||||||||
LMG | 7.57 | 9.65 | 13.2 | 8.29 | 10.84 | 15.52 | |||||||||
Machine pistol | 7.16 | 8.46 | 10.28 | 8.05 | 9.72 | 12.21 | |||||||||
Minigun | 9.19 | 11.26 | 14.45 | 9.86 | 12.28 | 16.17 | |||||||||
Pila | 2.22 | 2.96 | 4.4 | 2.47 | 3.42 | 5.49 | |||||||||
Pump shotgun | 7.28 | 9.21 | 12.44 | 8.24 | 10.8 | 15.52 | |||||||||
Recurve bow | 3.53 | 4.6 | 6.57 | 3.95 | 5.34 | 8.19 | |||||||||
Revolver | 4.74 | 5.15 | 5.62 | 5.7 | 6.3 | 7.02 | |||||||||
Short bow | 2.39 | 3.08 | 4.3 | 2.68 | 3.59 | 5.37 | |||||||||
Sniper rifle | 3.02 | 4.32 | 7.49 | 3.28 | 4.87 | 9.33 | |||||||||
Hellcat rifle | 6.7 | 8.13 | 10.27 | 7.51 | 9.36 | 12.32 | |||||||||
Nerve spiker | 2.77 | 3.61 | 5.16 | 3.1 | 4.2 | 6.43 | |||||||||
Flamebow | 1.3 | 1.68 | 2.34 | 1.46 | 1.95 | 2.92 |
Weapon | DPS | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
with Aiming Time of | |||||||||||||||
100% | 50% | 1% | 100% | 50% | 1% | ||||||||||
and Ranged Cooldown Multiplier of | |||||||||||||||
100% | 100% | 100% | 80% | 80% | 80% | ||||||||||
Assault rifle | 7.07 | 8.47 | 10.5 | 7.96 | 9.78 | 12.59 | |||||||||
Autopistol | 3.08 | 3.48 | 3.99 | 3.64 | 4.21 | 4.98 | |||||||||
Bolt-action rifle | 5.07 | 6.9 | 10.69 | 5.59 | 7.91 | 13.32 | |||||||||
Charge lance | 5.8 | 7.19 | 9.39 | 6.61 | 8.47 | 11.72 | |||||||||
Charge rifle | 7.28 | 8.54 | 10.27 | 8.25 | 9.9 | 12.32 | |||||||||
Greatbow | 3.65 | 5.1 | 8.39 | 3.99 | 5.8 | 10.46 | |||||||||
LMG | 5.52 | 7.04 | 9.62 | 6.04 | 7.9 | 11.32 | |||||||||
Minigun | 9.19 | 11.26 | 14.45 | 9.86 | 12.28 | 16.17 | |||||||||
Recurve bow | 2.94 | 3.83 | 5.47 | 3.29 | 4.45 | 6.82 | |||||||||
Revolver | 2.84 | 3.09 | 3.37 | 3.42 | 3.78 | 4.21 | |||||||||
Sniper rifle | 3.71 | 5.31 | 9.21 | 4.03 | 5.99 | 11.47 | |||||||||
Hellcat rifle | 6.22 | 7.54 | 9.53 | 6.98 | 8.69 | 11.44 | |||||||||
Nerve spiker | 2.31 | 3.01 | 4.3 | 2.58 | 3.5 | 5.36 |
Analysis[edit]
The minimum aiming time is achieved by a happy-trigger shooting specialist. This causes a drastic change in the damage output of weapon, heavily favoring shotguns, LMGs, and miniguns. A mere pump shotgun in the hands of such shooter will have a damage output on par with a charge rifle