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Attention All Mathematically Superior People, Look Here!!

Hey! If this is your first visit on symthic.com, also check out our weapon damage charts.
Currently we have charts for Battlefield 3, Call of Duty: Black Ops 2, Medal of Honor: Warfighter and Call of Duty: Modern Warfare 3

Posts: 1,018

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: May 2nd 2012

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Thursday, May 3rd 2012, 4:45am

Attention All Mathematically Superior People, Look Here!!

Well, I'm bad at math and have never really excelled at it (my dad was Physics major at UC Berk). My question to you special people is how do you derive the formula of the TTK chart, or better yet what is the formula for calculating TTK?

For example,
Standard AR,
25dmg close up,
600 RPM gun,
100 Meter per Sec @ 1m Target Distance = 300-400ms TTK guessing with my current and wrong formula.

Would like to know the formula. Thanks guys

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2manyPosts4me

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: Jan 7th 2012

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Thursday, May 3rd 2012, 4:55am

60*(Bullets to kill - 1)/RoF + distance/velocity
with RoF in rounds per minute, distance in m, and velocity in m/s

I think that's the formula. Not 100% sure on that.
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: Apr 26th 2012

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Thursday, May 3rd 2012, 4:56am

While I don't know the exact formula, the charts and graphs take bullet travel time into consideration. Meaning the weapon with the higher bullet velocity will kill quicker, all else being equal. It doesn't usually add up to much, though, only a few milliseconds.
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: Jan 30th 2012

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Thursday, May 3rd 2012, 4:57am

Quoted from "Nick 30075"

60*(Bullets to kill - 1)/RoF + distance/velocity
with RoF in rounds per minute, distance in m, and velocity in m/s

I think that's the formula. Not 100% sure on that.

Why would it be -1?
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: Dec 12th 2011

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Thursday, May 3rd 2012, 4:57am

Quoted from "Symthic"

They are exactly as chart shows.

Edit: Oh, and heres formula for calculating the damage for specific distance:

Damage = x+(y-x)/(v-z)*(a-z)

Distance: a
Min dmg: x
Max dmg: y
Distance of min dmg: z
Distance of max dmg: v

Time to Kill Chart

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: May 2nd 2012

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Thursday, May 3rd 2012, 5:04am

Thanks guys.. time to calculate the theoretical TTK for the AN-94 bursting at around 1000-1200rpm or 500/600rpm. Will post the number!

^ My [Gun Lover's] Sig (Type It In): 945k+ Hits! // Still Fixing KDR... // Current KDR Avg: 2.5~3.0
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- Noob @ AN-94 // My Best: 1036 RPM
- 1%-4% Multiple Categories
- Defibrillator Kills: 1

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PC: Soon.

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Posts: 1,018

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: May 2nd 2012

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Thursday, May 3rd 2012, 5:24am

An-94, Theoretical TTK chart w/ 2 Round Burst @ 1m With :

1) 1200rpm (Total Bullets) / 600rpm (w/ 2 Round Burst) = 150ms (extremely unpractical and very hard to attain that rpm and certainly maintaining target)
2) 1000rpm/500rpm = 179ms (much more practical rpm but definitely not easy to achieve, but possible. This is somewhere around my rpm range)
3) 800-900rpm/400-450rpm= 224ms - 199ms (800rpm'ish most people's range)

*Don't let this get your hopes up if you've never tried out the AN-94. This is TTK is unpractical and in somewhat extreme situations. It takes a lot and a lot of practice and then again most people just don't like the feel.

^ My [Gun Lover's] Sig (Type It In): 945k+ Hits! // Still Fixing KDR... // Current KDR Avg: 2.5~3.0
EDM Music Producer, Process @ Signing With Utra Records, Hit Me Up If You Want To Collab!
YT Channel (Under Construction, Add Me!)

- Noob @ AN-94 // My Best: 1036 RPM
- 1%-4% Multiple Categories
- Defibrillator Kills: 1

Xbox: FEEDxMExMOAR
PC: Soon.

<('-'<) ^('-')^ (>'-')>

2manyPosts4me

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: Jan 7th 2012

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Thursday, May 3rd 2012, 5:26am

Quoted from "Nick 30075"

60*(Bullets to kill - 1)/RoF + distance/velocity
with RoF in rounds per minute, distance in m, and velocity in m/s

I think that's the formula. Not 100% sure on that.

Why would it be -1?

You have to subtract one. Works best with an example.
Let's assume that the M98B's round travels infinitely fast. Then it kills in its Bolt Time, which is something like 1.3s.
So,
60*(2-1)/46.2+~0 = 1.3s

We subtract one because we're excluding the first round. Time to kill is an interval between the firing of the first and last rounds, so we only care about the time it takes between them. The RoF is an average, in a way; whenever you fire off in discrete increments, there'll be a time interval while you're "getting ready" to fire the next round. TTK doesn't care about the time it takes to "get ready" to fire off the next bullet after a lethal amount of rounds have been sent downrange, so we subtract one.
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I'm basically just a degenerate weeb who doesn't post much nowadays.

I'm secretly Old Man Symthic

You're fedorable

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I have the highest postcount. Nick doesn't count.

Quoted

23:44 Lt_Col_Jesus: I'm -
23:44 Lt_Col_Jesus: Okay
23:44 Lt_Col_Jesus: I'm stabbing everyone
23:44 Lt_Col_Jesus: Bye guys
23:44 Nick: *flips table*
23:44 Legion: Bye, happy stabbing
23:44 *** Lt_Col_Jesus quit (Quit: off to murder the public at large).

Quoted

10:41 LB: You just...reanimated Steve Jobs.
10:41 Dice: Well that would be unfortunate, I was just getting used to him being dead.

Quoted from "Pheozero"

... fuck. Damn you hindsight!

Quoted

23:58 Failure117: CAUSE IM FREEE
23:58 Nick: AS A BIIIIRD NOW
23:58 Failure117: FREEE OF NICK'S WORM RAPE

Quoted

ViperFTW: HEY LOOK
ViperFTW: AN ALIEN LASER FISH THE SIZE OF THE SUN
ViperFTW: I WANT TO SWAT IT WITH MY COMICLY LARGE SWORD
ViperFTW: WITH
ViperFTW: THIS
ViperFTW: AS
ViperFTW: MY
ViperFTW: FUUUUCKING SOUNDTRACK DDD
(the album in question)

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: Dec 19th 2011

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Thursday, May 3rd 2012, 8:19pm

Quoted from "Avosetta"

Quoted from "Nick 30075"

60*(Bullets to kill - 1)/RoF + distance/velocity
with RoF in rounds per minute, distance in m, and velocity in m/s

Quoted from "Avosetta"

I think that's the formula. Not 100% sure on that.

Quoted from "Avosetta"

Why would it be -1?
Same thing as Nick stated, but to put it in simpler terms the first bullet is instant from all guns.

The ROF only comes in after that first bullet. To not do the "-1" would account for the ROF in an incorrect way.

Personally I don't know if it's worth getting too caught up in these numbers anyways as they are ideal numbers and most game situations are far from ideal. Additionally they assume no leg hits, head hits, or misses which all happen pretty frequently in my experience. Plus the longer range TTK numbers are borderline unachievable for a lot of the guns as you simply can't land 5-6 rounds in the chest on full auto.

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: Apr 21st 2012

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Thursday, May 3rd 2012, 8:37pm

As far as Plotic is concerned, this is the calculation for TTK...

TTK As Double = ((Math.Round((Pl.HealthPercent / dblDamageAtMaxRange), 0) - 1) / (Pl.RateOfFire / 60)) + (numTTKRange.Value / Pl.BulletVelocity)

((Player Health / Damage at range) - 1) / (ROF / 60)) + ( Target Range / Bullet Velocity)
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