Difference between revisions of "User:Harakoni/RangedQuality"
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Arcangelus (talk | contribs) m (Changed all Q to #show. You could define several of the variables within the same operations (to reduce the number of ifs), but it will get hard to read fast.) |
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{{#vardefine:name| {{{ 1 | Charge rifle }}} }} | {{#vardefine:name| {{{ 1 | Charge rifle }}} }} | ||
− | + | {{#vardefine:damage| {{formatnum:{{#show:{{#var:name}}|?Damage Base|link = none}}|R}}}} | |
− | {{#vardefine:damage| {{formatnum:{{ | + | {{#vardefine:range| {{formatnum:{{#show:{{#var:name}}|?Range|link = none}}|R}}}} |
− | {{#vardefine:range| {{formatnum:{{ | + | {{#vardefine:avgAP| {{formatnum:{{#show:{{#var:name}}|?ArmorPenetration|link = none}}|R}}}} |
− | {{#vardefine:avgAP| {{formatnum:{{ | + | {{#vardefine:accTouch| {{formatnum:{{#show:{{#var:name}}|?Accuracy (Touch) Base|link = none}}|R}}}} |
− | {{#vardefine:accTouch| {{formatnum:{{ | + | {{#vardefine:accShort| {{formatnum:{{#show:{{#var:name}}|?Accuracy (Short) Base|link = none}}|R}}}} |
− | {{#vardefine:accShort| {{formatnum:{{ | + | {{#vardefine:accMedium| {{formatnum:{{#show:{{#var:name}}|?Accuracy (Medium) Base|link = none}}|R}}}} |
− | {{#vardefine:accMedium| {{formatnum:{{ | + | {{#vardefine:accLong| {{formatnum:{{#show:{{#var:name}}|?Accuracy (Long) Base|link = none}}|R}}}} |
− | {{#vardefine:accLong| {{formatnum:{{ | + | {{#vardefine:value| {{formatnum:{{#show:{{#var:name}}|?Market Value Base|link = none}}|R}}}} |
− | {{#vardefine:value| {{formatnum:{{ | ||
{{#vardefine:avgDPS | {{#ifeq: {{{2|}}}|Aiming Time| | {{#vardefine:avgDPS | {{#ifeq: {{{2|}}}|Aiming Time| | ||
− | {{#vardefine:burstTime| {{# | + | {{#vardefine:burstTime| {{ {{#show:{{#var:name}}|?Burst Ticks|link = none|default=0}} * ({{#show:{{#var:name}}|?Burst Count|link = none}} - 1) }} | 0 }} |
− | {{#vardefine:baseTime| {{#expr: {{ | + | {{#vardefine:baseTime| {{#expr: {{#show:{{#var:name}}|?Aiming Time Base|link = none}}+{{#show:{{#var:name}}|?Ranged Cooldown Base|link = none}}+{{#var:burstTime}} }} }} |
− | {{formatnum:{{#expr:{{ | + | {{formatnum:{{#expr:{{#show:{{#var:name}}|?Maximum DPS|link = none}} * ({{#var:baseTime}}/((0.01*{{#show:{{#var:name}}|?Aiming Time Base|link = none}})+{{#show:{{#var:name}}|?Ranged Cooldown Base|link = none}}+{{#var:burstTime}}))}}|R}} |
− | | {{formatnum:{{ | + | | {{formatnum:{{#show:{{#var:name}}|?Maximum DPS|link = none}}|R}}}}}} |
{{#vardefine:darkBonus| {{#ifeq: {{{2|}}}|Dark Bonus|25|0}}}} | {{#vardefine:darkBonus| {{#ifeq: {{{2|}}}|Dark Bonus|25|0}}}} | ||
<noinclude> | <noinclude> | ||
Line 38: | Line 37: | ||
{{#replace:<tr class="mw-collapsible mw-collapsed" id="mw-customcollapsible-{{#replace:{{#var:name}} }}">|tempspacer}} | {{#replace:<tr class="mw-collapsible mw-collapsed" id="mw-customcollapsible-{{#replace:{{#var:name}} }}">|tempspacer}} | ||
− | <td style="background-color:#e8bc84;"> [[{{#var: | + | <td style="background-color:#e8bc84;"> [[{{#vardefineecho:image|{{#show: {{#var:name}} | ?Image | link = none }} }}|32px||link={{#var:name}}]] </td> |
<td data-sort-value="1" style="text-align:right; background-color:#e8bc84;" >'''Awful'''</td> | <td data-sort-value="1" style="text-align:right; background-color:#e8bc84;" >'''Awful'''</td> | ||
<td style="text-align:left; background-color:#e8bc84;" > '''[[{{#var:name}}]]''' </td> | <td style="text-align:left; background-color:#e8bc84;" > '''[[{{#var:name}}]]''' </td> | ||
− | <td> {{ #expr: 0.9*{{#var:damage|}} round 2}} </td> | + | <td> {{#expr: 0.9*{{#var:damage|}} round 2}} </td> |
− | <td> {{ #expr: 0.9*{{#var:avgAP|}} round 2}}% </td> | + | <td> {{#expr: 0.9*{{#var:avgAP|}} round 2}}% </td> |
<td> {{#var:range|}} </td> | <td> {{#var:range|}} </td> | ||
<td> {{#vardefine: calcAccTouch |{{#expr: 0.8*{{#var:accTouch}} + {{#var:darkBonus}} round 0}}}} {{#ifexpr: {{#var:calcAccTouch}} > 100 | {{#vardefineecho: calcAccTouch |100}}% | {{#var:calcAccTouch}}% }} </td> | <td> {{#vardefine: calcAccTouch |{{#expr: 0.8*{{#var:accTouch}} + {{#var:darkBonus}} round 0}}}} {{#ifexpr: {{#var:calcAccTouch}} > 100 | {{#vardefineecho: calcAccTouch |100}}% | {{#var:calcAccTouch}}% }} </td> |
Revision as of 19:49, 21 March 2025
[Expand ]
Quality | Name | Damage | AP | Range | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market Value |
---|