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- IF(OR($F$1<O4, $F$1>P4),
- -1,
- (
- ( // BURST_LENGTH
- (AU4+AV4)/2 // BURST_AVG_LENGTH
- *(SCALING)
- )
- *( // BURST_ROF
- (AZ4+BA4)/2 // BURST_AVG_ROF
- *(SCALING)
- )
- *(1+(AG4+AH4)/2) // RELOAD_FREQUENCY
- *(
- MIN(
- 1,
- ( // ACCURACY
- IF($F$1<R4,V4,W4)
- *(SCALING)
- )*$B$1
- )
- )
- *(T4+U4)/2 // DAMAGE_AVG
- *IF(
- MIN( // PENETRATION
- 1,
- (
- IF($F$1<R4,Y4,Z4)
- *(SCALING)
- )/$D$1
- ) < 0.03,
- 0,
- PENETRATION
- )
- /(
- (
- MAX( // AIM_TIME
- 0.125,
- (
- (AN4+AO4)/2 // AIM_AVG_DURATION
- *(SCALING)
- )
- )
- +BURST_LENGTH
- +AS4 // WIND_UP
- +AT4 // WIND_DOWN
- )
- *RELOAD_FREQUENCY
- +(
- ( // COOLDOWN
- (AB4+AC4)/2 // COOLDOWN_AVG
- *(SCALING)
- )
- *(RELOAD_FREQUENCY-1)
- )
- +( // RELOAD_DURATION
- (AI4+AJ4)/2 // RELOAD_AVG_DURATION
- *(SCALING)
- )
- )
- )
- )
- // -----------------------------
- (
- ( // burst duration
- ((AU4+AV4)/2)
- *((IF($F$1<R4,AW4,AX4))+(((IF($F$1<R4,AX4,AY4))-(IF($F$1<R4,AW4,AX4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4)))))))))
- )
- *( // burst rof
- ((AZ4+BA4)/2)
- *((IF($F$1<R4,BB4,BC4))+(((IF($F$1<R4,BC4,BD4))-(IF($F$1<R4,BB4,BC4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4)))))))))
- )
- *(1+((AG4+AH4)/2))
- )
- /(
- (
- MAX(0.125, (((AN4+AO4)/2)*((IF($F$1<R4,AP4,AQ4))+(((IF($F$1<R4,AQ4,AR4))-(IF($F$1<R4,AP4,AQ4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4))))))))))) // aim time
- +(((AU4+AV4)/2)*((IF($F$1<R4,AW4,AX4))+(((IF($F$1<R4,AX4,AY4))-(IF($F$1<R4,AW4,AX4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4)))))))))) // burst duration
- +AS4
- +AT4
- )
- *(1+((AG4+AH4)/2))
- +((((AB4+AC4)/2)*((IF($F$1<R4,AD4,AE4))+(((IF($F$1<R4,AE4,AF4))-(IF($F$1<R4,AD4,AE4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4))))))))))*((AG4+AH4)/2)) // cooldown total time
- +(((AI4+AJ4)/2)*((IF($F$1<R4,AK4,AL4))+(((IF($F$1<R4,AL4,AM4))-(IF($F$1<R4,AK4,AL4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4)))))))))) // reload duration
- )
- *(MIN(1,((IF($F$1<R4,V4,W4))+(((IF($F$1<R4,W4,X4))-(IF($F$1<R4,V4,W4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4)))))))))*$B$1)) // accuracy
- *(IF((MIN(1,((IF($F$1<R4,Y4,Z4))+(((IF($F$1<R4,Z4,AA4))-(IF($F$1<R4,Y4,Z4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4)))))))))/$D$1)) < 0.03, 0, (MIN(1,((IF($F$1<R4,Y4,Z4))+(((IF($F$1<R4,Z4,AA4))-(IF($F$1<R4,Y4,Z4)))*(IF($F$1<R4,(IF(Q4=R4, 0, MAX(0,MIN(1,($F$1-Q4)/(R4-Q4))))),(IF(R4=S4, 0, MAX(0,MIN(1,($F$1-R4)/(S4-R4)))))))))/$D$1)))) // penetration
- *((T4+U4)/2) // damage
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