Difference between revisions of "Ranged Cooldown"
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Micro hacker (talk | contribs) (I transcluded the information from the Heavy Bandolier page onto this one, and mimicked the page for the Aiming Time stat.) |
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| description = How long it takes to recover after firing this weapon. | | description = How long it takes to recover after firing this weapon. | ||
}} | }} | ||
+ | |||
+ | Ranged cooldown works as a multiplier on the cooldown time of a ranged weapon, i.e. a ranged weapon with a cooldown time of 1 second normally will have a cooldown time of 0.5 seconds in the hands of a pawn with a Ranged Cooldown Multiplier stat of 50%. Note that the aiming time of the weapon is unaffected. | ||
+ | |||
+ | This stat also applies to [[psycast]]s {{RoyaltyIcon}}, the integrated weapons of [[grenadier armor|grenadier]] {{RoyaltyIcon}} and [[phoenix armor]] {{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}} and [[orbital mech cluster targeter]].{{RoyaltyIcon}} | ||
+ | |||
+ | == Factors == | ||
+ | A pawn's aiming time has a base value of 100%, but it can be reduced to 80% if the pawn is wearing a [[heavy bandolier]] {{BiotechIcon}}. | ||
+ | |||
+ | == DPS table == | ||
+ | The effect of the reduction in cooldown 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 short warmup and long cooldown will benefit more from a reduced cooldown time than a weapon with a longer warmup and/or a shorter cooldown, all else being equal. | ||
+ | |||
+ | The table below details the effect of the reduction in cooldown 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 cooldown time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded. | ||
+ | |||
+ | {| {{STDT|sortable c_06 text-center}} | ||
+ | |- | ||
+ | ! colspan="2" | Weapon !! DPS<br/>(100% Ranged Cooldown Time) !! DPS<br/>(80% Ranged Cooldown Time) | ||
+ | {{#ask: [[Aiming Time Base::+]] [[Category:Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon||Thump cannon||Autocannon||Light charge blaster||Mini-turret gun]] [[Mode::!Single-Use]] | ||
+ | | named args=yes | ||
+ | | ?Name=?Name | ||
+ | | ?Aiming Time Base #=?Aiming Time Base | ||
+ | | ?Ranged Cooldown Base #=?Ranged Cooldown Base | ||
+ | | ?Burst Count =?Burst Count | ||
+ | | ?Burst Ticks =?Burst Ticks | ||
+ | | format=template | ||
+ | | template=Ranged Cooldown Row | ||
+ | | sort = From DLC, name | ||
+ | }} | ||
+ | |} | ||
+ | {{nav|stats|wide}} |
Revision as of 04:29, 2 January 2023
Ranged Cooldown is a stat: How long it takes to recover after firing this weapon. Its minimum allowed value is 0.01. Its default value is 1.
Ranged cooldown works as a multiplier on the cooldown time of a ranged weapon, i.e. a ranged weapon with a cooldown time of 1 second normally will have a cooldown time of 0.5 seconds in the hands of a pawn with a Ranged Cooldown Multiplier stat of 50%. Note that the aiming time of the weapon is unaffected.
This stat also applies to psycasts , the integrated weapons of grenadier and phoenix armor , 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 and orbital mech cluster targeter.
Factors
A pawn's aiming time has a base value of 100%, but it can be reduced to 80% if the pawn is wearing a heavy bandolier .
DPS table
The effect of the reduction in cooldown 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 short warmup and long cooldown will benefit more from a reduced cooldown time than a weapon with a longer warmup and/or a shorter cooldown, all else being equal.
The table below details the effect of the reduction in cooldown 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 cooldown time, their single-use nature makes comparing DPS in this way nonsensical and they are thus excluded.
Weapon | DPS (100% Ranged Cooldown Time) |
DPS (80% Ranged Cooldown Time) | |
---|---|---|---|
Assault rifle | 100% | 113% | |
Autocannon | 100% | 121% | |
Autopistol | 100% | 118% | |
Bolt-action rifle | 100% | 110% | |
Chain shotgun | 100% | 110% | |
Charge lance | 100% | 114% | |
Charge rifle | 100% | 113% | |
EMP grenades | 100% | 115% | |
EMP launcher | 100% | 111% | |
Frag grenades | 100% | 115% | |
Greatbow | 100% | 109% | |
Heavy SMG | 100% | 113% | |
Incendiary launcher | 100% | 111% | |
LMG | 100% | 109% | |
Machine pistol | 100% | 112% | |
Mini-turret gun | 100% | 124% | |
Minigun | 100% | 107% | |
Molotov cocktails | 100% | 115% | |
Pila | 100% | 111% | |
Pump shotgun | 100% | 113% | |
Recurve bow | 100% | 112% | |
Revolver | 100% | 120% | |
Short bow | 100% | 112% | |
Smoke launcher | 100% | 111% | |
Sniper rifle | 100% | 109% | |
Hellcat rifle | 100% | 112% | |
Nerve spiker | 100% | 112% | |
Tactical turret gun | 100% | 124% | |
Flamebow | 100% | 112% | |
Grenadier armor | 100% | 109% |