From c8866c6052401edcc465f58ae5917ba522da70cc Mon Sep 17 00:00:00 2001 From: JulianusIV Date: Tue, 4 Jun 2024 01:57:41 +0200 Subject: [PATCH] update info page --- XDefiantWeaponStats/Pages/Home.razor | 12 +-- XDefiantWeaponStats/Pages/Info.razor | 121 ++++++++++++++++++------- XDefiantWeaponStats/wwwroot/index.html | 2 +- 3 files changed, 92 insertions(+), 43 deletions(-) diff --git a/XDefiantWeaponStats/Pages/Home.razor b/XDefiantWeaponStats/Pages/Home.razor index d84a2e0..718b606 100644 --- a/XDefiantWeaponStats/Pages/Home.razor +++ b/XDefiantWeaponStats/Pages/Home.razor @@ -6,10 +6,6 @@ @inject IJSRuntime JS - -
@foreach(var weaponClass in GunlistModel.JsonObject) @@ -74,25 +70,25 @@
} diff --git a/XDefiantWeaponStats/Pages/Info.razor b/XDefiantWeaponStats/Pages/Info.razor index c3aac2d..6b3165b 100644 --- a/XDefiantWeaponStats/Pages/Info.razor +++ b/XDefiantWeaponStats/Pages/Info.razor @@ -1,38 +1,91 @@ @page "/info" - - -

Damage multiplier mechanics

-

- In XDefiant hits to the limbs do not do reduced damage, - in fact with most guns the damage is the same no matter where you hit (outside of headshots). -

-

- This works a bit different on marksman rifles and sniper rifles: -

-

- Hits to the lower body or limbs deal the baseline damage, - that you can find in the weapon's in game stat page. -

-

- Hits to the upper body, (in and slightly below the neck) will deal an increased amount of damage, - and headshots obviously deal the most damage. -

-

- This behaviour is (currently) only found on marksman rifles and snipers. -

-

Increased damage areas:

-
-
-

M44 + marksman rifles

- -
-
-

TAC-50

- +
+

Damage multiplier mechanics

+

+ In XDefiant hits to the limbs do not do reduced damage, + in fact with most guns the damage is the same no matter where you hit (outside of headshots). +

+

+ This works a bit different on marksman rifles and sniper rifles: +

+

+ Hits to the lower body or limbs deal the baseline damage, + that you can find in the weapon's in game stat page. +

+

+ Hits to the upper body, (in and slightly below the neck) will deal an increased amount of damage, + and headshots obviously deal the most damage. +

+

+ This behaviour is (currently) only found on marksman rifles and snipers. +

+

Increased damage areas:

+
+
+

M44 + marksman rifles

+ +
+
+

TAC-50

+ +
-
-

WIP...

\ No newline at end of file +

The stats displayed on this page

+

Damage

+

+ This graph displays the damage to the body that the selected weapon does (Base Damage), + as well as the damage the weapon(s) deal when hitting the head (Crit Damage). +

+

+ The damage graph does not (yet?) include the increased damage marksman rifles deal to the upper body, which is explained in more detail above. +

+

+ Both graphs can be toggled on or off via the buttons at the bottom of the page. +

+

STK - Shots To Kill

+

TTK - Time To Kill

+

+ These graphs display the amount of shots it takes for the selected weapon(s) to kill a target, and the time it takes, using the weapons default firerate. +

+
    +
  • Base STK/TTK: Bodyshots only vs 100hp target
  • +
  • Base Phantom STK/TTK: Bodyshots only vs 120hp target
  • +
  • Optimal STK/TTK: Headshots only vs 100hp target
  • +
  • Optimal Phantom STK/TTK: Headshots only vs 120hp target
  • +
+

+ Each graph can again be toggled on or off using the buttons at the bottom of the page. +

+

+ When selecting a burst fire weapon the amount of shots it fires per burst will also be marked in the STK plot using dotted, horizontal lines. +

+

+ The time it takes for a burst fire weapon to fully fire a burst is currently not included in the TTK calculation, this is planned to be included. +

+ +

+ Attachments and faction abilities +

+

+ I plan on adding the attachments that change range, damage and firerate as additional options to select, + but due to the UI getting a bit crowded already this might take a bit. +

+

+ Similarly I also plan to include faction abilities that have an effect on the displayed stats (currently only Cleaners burn damage), + in this case here the calculation gets a bit tricky, as the mechanics are a bit odd, with damage ticking 4 times on a single shot, + ticking 5 times on a burst, and ticking more often if there is sufficient delay between the shots. +

+

+ Other plans +

+

+ I want to also include a graph to view accuracy adjusted STK/TTK values, meaning how many shots you have to hit, + if you only hit for example 30% headshots, and what the time to kill with this lower than optimal accuracy would be. + I already have the algorithm for this, as i did something similar before, + I just need to figure out how to properly take the user input and display the graphs. +

+ +

WIP...

+
\ No newline at end of file diff --git a/XDefiantWeaponStats/wwwroot/index.html b/XDefiantWeaponStats/wwwroot/index.html index bcd4a56..ee96f92 100644 --- a/XDefiantWeaponStats/wwwroot/index.html +++ b/XDefiantWeaponStats/wwwroot/index.html @@ -22,7 +22,7 @@ - +