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Since BSG recently added grenade launchers, there's one special 40x46mm cartridge that has weird stats: M576. It's a buckshot shot shell and has damage value of 121 and 15 projectile count, which results in total damage of 1815.
Most of ammo in Tarkov has damage in rage between 30 and 200, and this 1815 value really messes up damage graph:
This happens because the percentage to be filled is calculated as following:
Min total damage value among ALL ammo / Max total damage value among ALL ammo
which results in range 35 -> 1815 and weird UI.
I have a draft PR to add couple tweaks to UI and calculations:
What is done there:
— To draw graph, we take min-max values only among ammo of the same type, not among all types;
— Min value is 0, not the actual min value of ammo damage. IMO it will look more natural for most of ammo types:
— damage is used instead of totalDamage;
— For buckshot, damage is shown as damage x projectileCount instead of totalDamage.
Same could be done for armor damage comparison.
Of course there are downsides. Ammo damage comparison will have "special treatment" and code inevitably will become more complicated and error-prone, but I think improvements in UX are worth it.
@VeritasDev thoughts? I could submit a draft PR if this is something that could be of value.
PR would be reaaally raw because I'm not familiar with codebase and not aware of things I could mess up if I change calculations.
The text was updated successfully, but these errors were encountered:
Since BSG recently added grenade launchers, there's one special
40x46mm
cartridge that has weird stats: M576. It's a buckshot shot shell and has damage value of121
and 15 projectile count, which results in total damage of 1815.Most of ammo in Tarkov has damage in rage between 30 and 200, and this 1815 value really messes up damage graph:
This happens because the percentage to be filled is calculated as following:
Min total damage value among ALL ammo / Max total damage value among ALL ammo
which results in range 35 -> 1815 and weird UI.
I have a draft PR to add couple tweaks to UI and calculations:
What is done there:
— To draw graph, we take min-max values only among ammo of the same type, not among all types;
— Min value is 0, not the actual min value of ammo damage. IMO it will look more natural for most of ammo types:
—
damage
is used instead oftotalDamage
;— For buckshot, damage is shown as
damage x projectileCount
instead oftotalDamage
.Same could be done for armor damage comparison.
Of course there are downsides. Ammo damage comparison will have "special treatment" and code inevitably will become more complicated and error-prone, but I think improvements in UX are worth it.
@VeritasDev thoughts? I could submit a draft PR if this is something that could be of value.
PR would be reaaally raw because I'm not familiar with codebase and not aware of things I could mess up if I change calculations.
The text was updated successfully, but these errors were encountered: