Talk:Median Battle Rating
Original data for this page was complied on (and by) User:John Ember, and moved to this location, along with some relevant discussion from his talk page -- boxy talk • teh rulz 09:58 8 July 2009 (BST)
Can you show suggested weapons in your MBR chart?
such as my: Flamethrower: A fuel can has 5% odds of being found in an auto repair; that's 20 AP per can. As each can is worth 8 shots, figure 2.5 per shot found. Every shot reload is 1/8 AP, so 0.125. Add the searching plus the reloading and the 2 AP to fire and you get 4.625 AP per fired shot. Max damage is 13 at 20%, so 2.6. Overall effectiveness is thus 2.6 hp per 4.625 AP, or 0.56 MBR. (Quoted) Mattiator 04:47, 15 May 2006 (BST)
MBR
The values for zombie attacks have been recalculated to factor in the exact odds tangling grasp. The 1.6/1.8 damage per AP is actually 1.53 something and 1.7 something. –Xoid S•T•FU! 06:26, 25 June 2006 (BST)
Fundamental flaw in MBR system: assumes you drop all ammo that is not the specific type you are searching for. In theory, this should mean that the true value of human firearms are slightly higher than portrayed. If I get time and some reliable numbers I will run computer simulations and evaluate combat potential of a maxed human character for comparison. --Burgan 21:49, 30 June 2006 (BST)
Separating Pistol and Shotgun rates misleading?
Pistol: about a 23% chance of finding a clip's worth of (six) bullets (including bullets already in pistols when found) in a mall with Bargain Hunting. That works out to be 4.34 AP per clip, or 0.73 AP per round. Add 1/6 (0.17) AP for load and 1 AP for fire; total is 1.9 AP per fired round. Each round has a 65% chance of doing 5 damage -- 3.25 average. Thus, overall average damage is 3.25 hp per 1.9 AP, or 1.71 MBR. Against a flak jacket, it's 1.37 MBR.
Shotgun: about a 28% chance of finding a single shell (including those already in shotguns when found) in a mall with Bargain Hunting. Works out to be 3.57 AP per shell. Add 1 AP for load and 1 AP for fire; total is 5.57 AP per fired round. Each round has a 65% chance of doing 10 damage -- 6.5 average. Thus, overall average damage is 6.5 hp per 5.57 AP, or 1.17 MBR. Against a flak jacket, it's 0.93 MBR.
I think separately calculating MBR for pistols and shotguns this way is misleading, because searches for pistol ammo often yeidl shotgun ammo that could be used, and vice versa. Most survivors (wisely) carry both and use whichever they have ammo for / need at the time.
Consider this: given the above figures, if I spend 100 AP searching (mall with Bargain Hunting) I'd find 23 clips and 28 shells. I'd also find some loaded shotguns and some loaded pistols, but I'll ignore those even through this skews numbers downward (which is another reason the above quoted sections are misleading).
To use that ammo, I'll assume I have 1 unloaded pistol, and 1 unloaded shotgun.
- To fire the pistol ammo, I spend 23 AP loading and 138 AP shooting, for an average damage of 448.5 (358.8 vs flak).
- To fire the shotgun ammo, I spend 28 AP loading and 28 AP shooting, for an average damage of 182 (145.6 vs flak).
So, in 100+23+138+28+28 AP (317 AP) I do 448.5+182 (630.5) damage (504.4 vs flak).
It seems simply using all the ammo you find, vs being picky about using a pistol vs a shotgun, gives "guns" a MBR of 640.5/317 = 2.02 (1.59 vs flak), which is significantly higher than the rating you give for Pistols, and MUCH higher than the rating you give for Shotguns. And, as I mentioned above, even THESE numbers are to low, because they ignore the fact that searches in gun stores also yield loaded guns, not just clips and shells.
Comments? Am I missing something in your figures that balance this out? Swiers 17:41, 6 May 2008 (BST)
- I was about to bring that up. Bit late, eh :) I'm no mathematician, but would it be possible to only apply half (or a similar %) of the miss gun/ammo searches to each of the shotty and pistol to account for this?
Alough, firearms are disadvantaged by you having to carry them to the fight (unless the fight comes to you), and by the fact that sometimes (like now), optimal search points are extremely hard to find. This means that the actual "median" damage per AP for weapons that use expendable ammo is going to be lower than the pure search rate and hit rate caclulations.
Perhaps it all evens out for guns. The numbers can only be reliable for non-expendable attacks -- boxy 11:45, 12 May 2011 (BST)
Combat Revives
Would it also not be worth noting combat revive effectiveness on this table? Syringes do have a damage amount that can be assigned to them for the sake of numbers and while there is some confusion that can be introduced in the numbers by Brain Rot and DNA scanners those can be charted and accounted for as well. I'm sure we have sufficient sources to make this a more all encompassing chart/resource. --Karekmaps 2.0?! 23:18, 11 May 2011 (BST)
- Probably worth a mention, even if not listed amongst the other weapons -- boxy 11:45, 12 May 2011 (BST)