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AGameAnx

Relic CoH2 DPS formula (for near-mid range)

Jan 23rd, 2015
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  1. IF(OR($F$1<O4, $F$1>P4),
  2. -1,
  3. (
  4. ( // BURST_LENGTH
  5. (AU4+AV4)/2 // BURST_AVG_LENGTH
  6. *(SCALING)
  7. )
  8. *( // BURST_ROF
  9. (AZ4+BA4)/2 // BURST_AVG_ROF
  10. *(SCALING)
  11. )
  12. *(1+(AG4+AH4)/2) // RELOAD_FREQUENCY
  13. *(
  14. MIN(
  15. 1,
  16. ( // ACCURACY
  17. IF($F$1<R4,V4,W4)
  18. *(SCALING)
  19. )*$B$1
  20. )
  21. )
  22. *(T4+U4)/2 // DAMAGE_AVG
  23. *IF(
  24. MIN( // PENETRATION
  25. 1,
  26. (
  27. IF($F$1<R4,Y4,Z4)
  28. *(SCALING)
  29. )/$D$1
  30. ) < 0.03,
  31. 0,
  32. PENETRATION
  33. )
  34. /(
  35. (
  36. MAX( // AIM_TIME
  37. 0.125,
  38. (
  39. (AN4+AO4)/2 // AIM_AVG_DURATION
  40. *(SCALING)
  41. )
  42. )
  43. +BURST_LENGTH
  44. +AS4 // WIND_UP
  45. +AT4 // WIND_DOWN
  46. )
  47. *RELOAD_FREQUENCY
  48. +(
  49. ( // COOLDOWN
  50. (AB4+AC4)/2 // COOLDOWN_AVG
  51. *(SCALING)
  52. )
  53. *(RELOAD_FREQUENCY-1)
  54. )
  55. +( // RELOAD_DURATION
  56. (AI4+AJ4)/2 // RELOAD_AVG_DURATION
  57. *(SCALING)
  58. )
  59. )
  60. )
  61. )
  62.  
  63. // -----------------------------
  64.  
  65. (
  66. ( // burst duration
  67. ((AU4+AV4)/2)
  68. *((IF($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$1-R4)/(S4-R4)))))))))
  69. )
  70. *( // burst rof
  71. ((AZ4+BA4)/2)
  72. *((IF($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$1-R4)/(S4-R4)))))))))
  73. )
  74. *(1+((AG4+AH4)/2))
  75. )
  76. /(
  77. (
  78. MAX(0.125, (((AN4+AO4)/2)*((IF($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$1-R4)/(S4-R4))))))))))) // aim time
  79. +(((AU4+AV4)/2)*((IF($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$1-R4)/(S4-R4)))))))))) // burst duration
  80. +AS4
  81. +AT4
  82. )
  83. *(1+((AG4+AH4)/2))
  84.  
  85. +((((AB4+AC4)/2)*((IF($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$1-R4)/(S4-R4))))))))))*((AG4+AH4)/2)) // cooldown total time
  86.  
  87. +(((AI4+AJ4)/2)*((IF($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$1-R4)/(S4-R4)))))))))) // reload duration
  88. )
  89.  
  90. *(MIN(1,((IF($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$1)) // accuracy
  91.  
  92. *(IF((MIN(1,((IF($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
  93.  
  94. *((T4+U4)/2) // damage
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