[Updated] Complete TerraTech Weapon Damage Data Build 1.0

Discussion in 'Community Help, Questions and Guides' started by Saelem Black, Sep 11, 2018.

  1. Saelem Black

    Saelem Black Well-Known Member

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    [9.20.2018 Update] New weapon family data available: mortars and shotguns. See post #20 for mortar details. See post #21 for shotgun details.
    [9.15.2018 Update] New weapon family data available: machine guns. See post #17 for details.
    [9.14.2018 Update] New weapon family data available: cannons. See post #12 for details.
    [9.12.2018 Update] New weapon family data available: lasers. See post #10 for details.


    Hey everyone,

    I was building a new helicopter and I was trying to figure out what missiles to mount on it. I was not content with just messing around, so I started a study to analyze weapon damage precisely. I conducted an experiment where I measured the time it took to bring a "The Big One" block to critical damage (rapid red flashing). I repeated this 5 times for each the 5 different missile types in the game as well as counting the number of projectiles. In all cases, the target was 16 blocks away from the weapon. I will report my findings here.

    [Edit] On suggestion by the community I will be using Lost Ninja's block HP values to calculate damage and dps. For weapons with 15+ projectiles to destruction, this method is quite accurate. I was not satisfied with the accuracy of weapons with less than 15 projectiles, so I developed an alternate method, I've called the "Big Cannon Method" to estimate more accurately. See Post 11 for details.

    GSO Missile Launcher
    Average Time (standard deviation): 11.76 (0.755)
    Projectiles to destruction: 15
    DPS: 593
    Damage per missile: 465

    Venture Avalanche
    Average Time (standard deviation): 12.86 (0.692)
    Projectiles to destruction: 26
    DPS: 542
    Damage per missile: 268

    Venture Cluster
    Average Time (standard deviation): 34.99 (0.018)
    Projectiles to destruction: 72
    DPS: 200
    Damage per missile: 97

    Hawkeye Seeker
    Average Time (standard deviation): 12.48 (0.564)
    Projectiles to destruction: 17
    DPS: 558
    Damage per missile: 410

    Hawkeye Cruise Missile [Big Cannon Method]
    Projectile Damage Window: 1162 - 1231
    Rate of Fire: 1 shot every 5 seconds
    DPS: 228

     
    #1 Saelem Black, Sep 11, 2018
    Last edited: Sep 20, 2018
  2. Saelem Black

    Saelem Black Well-Known Member

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    If you have a specific weapon you want me to test, request it here, and I'll do the experiment.

     
  3. NotExactlyHero

    NotExactlyHero <custom_title_subtitle_[username]_display>

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    Hmm..,

    I think that using the biggest block in the game as only 100hp is a bit too small.

    I'd start off with, lets say a GSO One Block as a base of 10hp. Since the GSO ZK Light Machine gun takes exactly 4 hits(or so, I don't exactly remember), it does x damage, x being no smaller than 2.5, but less than 3 and one third or 3.33 repeating.
    I could go into this way more, but the point is to be more accurate, start small and work your way up. The easiest way to do this with the data I have, is to see how much HP the Big One block has by attacking using GSO Light Machine Guns to find a more accurate HP.
    Just a suggestion though.

     
  4. Saelem Black

    Saelem Black Well-Known Member

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    I'm not interested in block HP in this set, I'm looking for weapon DPS. In order for accuracy to be maximized, the HP of the target needs to be "very large" compared to the damage of a single projectile. I'm familiar with the calc you did, it's how I estimated the maximum possible dps on the cruise missile in the OP. When you are measuring based on 3-4 projectiles, one projectile represents 25% error. This is very very large. When you're measuring with 19-20, one projectile represents 5% error. Thus having as many projectiles as possible shrinks your error, necessitating the largest possible hit-point pool you can use. Having too small of HP is exactly why the accuracy of the cruise missile experiment suffers. That's my philosophy anyway.

     
  5. NotExactlyHero

    NotExactlyHero <custom_title_subtitle_[username]_display>

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    Confused but ok.

     
  6. AstraTheDragon

    AstraTheDragon A festive dragon

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    For the record, the GeoCorp 'The Big One' Block has 6970 hp and the GSO One Block has 250 hp (values provided by @Lost Ninja's block list - link in his signature.)

    Sorry if this means you have to redo all the calculations... :confused:

     
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  7. Lost Ninja

    Lost Ninja Well-Known Member

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    If you use the HE SCU or Resource Cannon they both have IIRC about 10k health. As do the really big GC Wheels... full list in the sig though. If you can get a somewhat accurate list of all weapons (or all in HE/GC/etc) I will add them to the list with credit given.

     
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  8. NotExactlyHero

    NotExactlyHero <custom_title_subtitle_[username]_display>

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    How useful.

     
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  9. Saelem Black

    Saelem Black Well-Known Member

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    Thanks guys, this is really really useful information. I'll update the OP using Lost Ninja's HP numbers. (I won't have to redo any experiments, just change a value in my spreadsheet!)

     
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  10. Saelem Black

    Saelem Black Well-Known Member

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    Laser Family Weapon Data

    GSO Narrow Gauge COIL
    Average Time (standard deviation): 68.35 (0.208)
    Projectiles to destruction: 170
    DPS: 102
    Damage per shot: 41

    GSO Wide Gauge STUD
    Average Time (standard deviation): 39.42 (0.333)
    Projectiles to destruction: 74
    DPS: 177
    Damage per shot: 94

    Venture Lance Laser Turret
    Average Time (standard deviation): 66.65 (0.431)
    Projectiles to destruction: 165
    DPS: 105
    Damage per shot: 42

    Venture NEEDLE Laser
    Average Time (standard deviation): 37.62 (0.355)
    Projectiles to destruction: 222
    DPS: 185
    Damage per shot: 31

    Hawkeye Zeus Laser Cannon
    Average Time (standard deviation): 35 (N/A)*
    Projectiles to destruction: 35
    DPS: 200
    Damage per shot: 200
    *since the Zeus fires exactly once per second, data calculation is trivial, and statistical methods are not necessary.

    GeoCorp Straight Plasma Cutter
    Average Time (standard deviation) about 4.75 (N/A)**
    Projectiles to destruction: N/A
    DPS: 1500
    Damage per shot: N/A

    GeoCorp Angled Plasma Cutter
    Average Time (standard deviation) about 4.75 (N/A)**
    Projectiles to destruction: N/A
    DPS: 1500
    Damage per shot: N/A

    GeoCorp Gimble Mounted Plasma Cutter
    Average Time (standard deviation) about 6.95 (N/A)**
    Projectiles to destruction: N/A
    DPS: 1000
    Damage per shot: N/A

    **With the geocorp lasers, my reaction time in stopping the timer is significant enough to throw the measurements. Instead, as carefully as possible I watched the timer for a value rather than stopping it to record. Hopefully this leads to more accurate results, and considering the nice round numbers the math worked out to, I'd say those are probably correct.

     
  11. Saelem Black

    Saelem Black Well-Known Member

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    I've been working on cannons and weapons with large damage per shot values, and I had to develop an alternate method to validate the numbers. Using this method and @Lost Ninja 's HP numbers, I used specific blocks and projectile count to estimate damage per shot. I refined by using other blocks with specific HP values to narrow the window. In all cases, I validated the experiment control blocks against my own testing to verify HP numbers. (Armor panels and wheels have something funky going on with their HP which make them back choices for experiments.) Once I had a satisfactory damage per shot window, I divided by the weapon's rate of fire to get dps. Reported dps numbers will use the minimum damage in the window specified. The OP has been updated to bring the cruise missile in line with the Big Cannon method.

    If you're skimming, "Damage per shot" is the same as "projectile damage window".

     
    #11 Saelem Black, Sep 14, 2018
    Last edited: Sep 20, 2018
  12. Saelem Black

    Saelem Black Well-Known Member

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    Cannon data!

    GSO 3-Pound Cannon
    Average Time (Standard Deviation): 23.31 (0.23)
    Projectiles to destruction: 23
    DPS: 299
    Damage per shot: 303

    GSO Megaton Cannon [Big Cannon Method]
    Projectile Damage Window: 1111 - 1142
    Rate of Fire: 1 shot every 2 seconds
    DPS: 556

    GSO Gigaton Cannon [Big Cannon Method]
    Projectile Damage Window: 2667 - 2799
    Rate of Fire: 1 shot every 4 seconds
    DPS: 667

    GSO Big Bertha [Big Cannon Method]
    Projectile Damage Window: 3200 - 3333
    Rate of Fire: 1 shot every 5 seconds
    DPS: 640

    Venture Rapid Cannon [Big Cannon Method]
    Projectile Damage Window: 571 - 593
    Rate of Fire: 1 shot every 0.5 seconds
    DPS: 1143

    Hawkeye Railgun
    Average Time (Standard Deviation): 37.74 (0.235)
    Projectiles to Destruction: 22
    DPS: 185
    Damage per shot: 317

    Hawkeye Mk3 Battleship Cannon [Big Cannon Method]
    Projectile Damage Window: 3200-3333
    Rate of Fire: 1 shot every 4 seconds
    DPS: 800

    Hawkeye HG1 Cannon Turret [Big Cannon Method]
    Projectile Damage Window: 1143-1231
    Rate of Fire: 1 shot every 2 seconds
    DPS: 571

     
  13. AstraTheDragon

    AstraTheDragon A festive dragon

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    Very cool! These scores are very useful! (Who knew the VEN Rapid Cannon was so powerful?) Of course, the wider community could benefit from learning of your findings, and so I would like to ask your permission for me to add your data to the TerraTech Wiki. :) If needed, I can give credit to you for your research.

     
  14. Saelem Black

    Saelem Black Well-Known Member

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    Yes, you're welcome to! Please do give credit :)

     
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  15. NotExactlyHero

    NotExactlyHero <custom_title_subtitle_[username]_display>

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    This also proves that Battleship Cannons are better than Big Berthas!!
    But the rapid cannon is the BEST!

     
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  16. Saelem Black

    Saelem Black Well-Known Member

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    I know, I was so surprised! I actually redid the rapid cannon experiment because I didn't believe it a first.

    And yes, as far as I can tell, the battleship cannon does the same damage per shot as the Big Bertha, but it fires faster.

     
  17. Saelem Black

    Saelem Black Well-Known Member

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    Machine Gun Data. Some real surprises in this one, such as the (thus far) highest dps weapon in the game. N/A stats mean the rate of fire was fast enough that it made it a pain (or impossible) to calculate shot count.

    GSO ZK-47
    Average Time (Standard Deviation): 30.87 (0.172)
    Projectiles to Destruction: ~150
    DPS: 228
    Damage per shot: 46

    Venture Pip Machine Gun
    Average Time (Standard Deviation): 43.67 (0.292)
    Projectiles to Destruction: 261
    DPS: 160
    Damage per shot: 27

    Venture Hail Fire Rifle
    Average Time (Standard Deviation): 21.44 (0.178)
    Projectiles to Destruction: 84
    DPS: 325
    Damage per shot: 83

    Venture Oozee SMG
    Average Time (Standard Deviation): 20.02 (1.015)
    Projectiles to Destruction: N/A
    DPS: 348
    Damage per shot: N/A

    Venture Crossfire Rifle
    Average Time (Standard Deviation): 15.82 (0.290)
    Projectiles to Destruction: 58
    DPS: 440
    Damage per shot: 120

    Hawkeye Burst Gun
    Average Time (Standard Deviation): See footnote*
    Projectiles to Destruction: See footnote*
    DPS: 36
    Damage per shot: 52
    *The burst gun's dps is so bad that I couldn't use The Big One for the test. Each test took 3+ minutes to complete and the results were inconsistent due to the spread of the gun in my setup. Instead I used a GeoCorp basic block with 1742 HP. Times were 47.85 (0.133).

    Hawkeye Machine Gun
    Average Time (Standard Deviation): 13.66 (0.186)
    Projectiles to Destruction: N/A
    DPS: 510
    Damage per shot: N/A
    **Yes, 510 dps on a 1x1x1 block! The same size as the burst gun! I checked and rechecked this, this tiny gun is stupidly powerful. And yes, the Hawkeye machine gun is more powerful than the repeater rifle.

    Hawkeye Repeater Rifle
    Average Time (Standard Deviation): 14.93 (0.263)
    Projectiles to Destruction: N/A
    DPS: 467
    Damage per shot: N/A

    Hawkeye Auto Cannon
    Average Time (Standard Deviation): 3.76 (0.094)
    Projectiles to Destruction: N/A
    DPS: 1854
    Damage per shot: N/A
    The Auto Cannon has about a 0.75 second spool-up time which is not included. This is dps after continuous fire is established. The astonishing 3.76 second number makes the auto cannon squarely the most powerful weapon in TerraTech (at least tested thus far). I even validated the dps number against other blocks just to be sure.

     
    #17 Saelem Black, Sep 16, 2018
    Last edited: Sep 16, 2018
  18. Lost Ninja

    Lost Ninja Well-Known Member

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    To decide what is best I think you need to factor in the Weapon's: Size/Volume, HP, Turn Rate (if any), Range. And DPS.

    But still very useful information, which I will add to my sheet as soon as I have chance. Somewhat on hiatus from TT at the moment with some IRL stuff, but I'll give it a poke in the next day or so.

     
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  19. NotExactlyHero

    NotExactlyHero <custom_title_subtitle_[username]_display>

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    Well... HP isn't really a factor.

    Anyways:
    Turn rate and hard damage are definitely the most important, followed by Size/Volume. Considering that most contenders(cannons and missiles) have max or max+/max++ range, it's not too important.
    Of course, it all depends on what the best weapon should be. Some people would say the middleman, others would want brawling weapons, and most(with the current mindset of TT, which is kinda forced upon all) would say alpha strike or artillery.
    A weapon which has good damage, range, fire rate, is probably on a turret, and decently compact.
    Accuracy and range are irrelevant, due to close range. High fire rate and decent compactness, along with good HP and great turning.
    High damage. Accuracy and HP are trivial, but size is decent. Range and compactness not strictly necessary.
    Size and HP are useless. Damage technically isn't very important, although you could argue otherwise. Range is utterly the focus, but accuracy is important too.
    Range is affected by the speed of the Tech.
    Turn Rate/Accuracy is affected by the agility of the Tech.
    HP is affected by the Tech's shielding, along with the energy storage and regeneration of the Tech.
    DPS is affected by the Tech's space and the weapon's size/volume.

    Note that all these effects are affecting how good weapons(and their attributes) are in certain conditions.

    Opinions may vary. See webstore for details.

     
    #19 NotExactlyHero, Sep 17, 2018
    Last edited: Sep 18, 2018
  20. Saelem Black

    Saelem Black Well-Known Member

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    Sorry for the delay everyone. I was away on travel. Here is mortar data.

    GSO 8-Barrel Fixed Mini-Mortar
    Average Time (Standard Deviation): 30.44 (0.210)
    Projectiles to Destruction: 76
    DPS: 229
    Damage per shot: 92

    Venture Roundabout Mortar
    Average Time (Standard Deviation): 36.89 (0.676)
    Projectiles to Destruction: 58
    DPS: 189
    Damage per shot: 120

    Hawkeye DFA Mortar
    Average Time (Standard Deviation): 55.28 (0.845)
    Projectiles to Destruction 53
    DPS: 126
    Damage per shot: 132

    Hawkeye Monster Mortar [Big Cannon Method]
    Projectile Damage Window: 615-633
    Rate of Fire: 1 shot every 5 seconds
    DPS: 123

     
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