Hidden Unit Stats: Revealed!

«134567
WrongThinker
WrongThinker
BP Game Team
Joined Mar 2013 Posts: 1,651
edited 21 Jul 2016, 3:15AM
Hi Commanders,

As many of you know, our current unit information screen really isn't adequate.  You asked for some of that hidden info to be revealed to help you make the best decisions, both for components and general strategy.  Hopefully we'll get some bandwidth to improve that screen in the future, but until then, here is some of the critical unit data you've been missing.  For the time being, I'm keeping this info to Core Units and Heroes at level 20 (and Sarkis, because he's cool), because to do it for all units at all levels in the game would take me until 2020.

Please let me know if there is other information you want and I'll do my best to provide it when my time permits.

Enjoy. :)

-WT



***** **** *** ** * MOST RECENT UPDATE: 7.1

Replaced Marksmen terminology with Commando terminology.  Changed "Splash Area" to "Splash Radius" to improve clarity.  Added Splash Radius to a few more units, where needed.  Also added Targeting Type, to clarify whether a unit can hit Air and/or Ground targets.



***** **** *** ** * STAT EXPLANATION
  • Targeting Type
    • A/G refers to Air and Ground.
  • Damage Per Round
    • The amount of damage from every projectile the unit fires (e.g. bullet, rocket, missile, etc.).
  • Clip Size
    • How many shots are fired before the unit must reload.
  • Fire Rate
    • The speed at which shots from the same clip are fired.
      • Only relevant if the clip size is greater than 1, since a clip size of 1 means the unit is constantly reloading.
  • Reload
    • The time it takes to load in a new clip, once the old clip is emptied.


***** **** *** ** * CORE UNITS: INFANTRY

OPERATOR

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 949
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds
Can Target: A/G

LEAD OPERATOR

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 1898
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds

HEAVY OPERATOR

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 720
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds

LEAD HEAVY OPERATOR

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 1440
Clip Size: 6
Fire Rate: 40 / Second
Reload: 0.35 Seconds

PRESERVER

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 1350
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds
Flat Armor: 100

LEAD PRESERVER

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 1630
Clip Size: 3
Fire Rate: 40 / Second
Reload: 0.35 Seconds
Flat Armor: 100

INFILTRATOR

Damage Type: Area
Targeting Type: A/G

Damage Per Round: 625
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60

Uses Stealth.

LEAD INFILTRATOR

Damage Type: Area
Targeting Type: A/G

Damage Per Round: 796
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.35 Seconds
Splash Radius: 60

Uses Stealth.

COMMANDO

Damage Type: Burst
Targeting Type: A/G

Damage Per Round: 41836
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds
Splash Radius: 40

LEAD COMMANDO

Damage Type: Burst
Targeting Type: A/G

Damage Per Round: 45000
Clip Size: 1
Fire Rate: N/A
Reload: 3.25 Seconds
Splash Radius: 40

GRENADIER

Damage Type: Area
Targeting Type: G

Damage Per Round: 3600
Clip Size: 4
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 100

Deals 2.5X Damage to all Buildings.

LEAD GRENADIER

Damage Type: Area
Targeting Type: G

Damage Per Round: 3960
Clip Size: 4
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 100

Deals 2.5X Damage to all Buildings.

***** **** *** ** * CORE UNITS: HEAVY VEHICLES

WARHORSE

Damage Type: Burst
Targeting Type: A/G

Damage Per Round: 33000
Clip Size: 1
Fire Rate: N/A
Reload: 1 Second
Splash Radius: 20

NIGHTMARE

Damage Type: Area
Targeting Type: A/G

Damage Per Round: 3775
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80

ULTRA TANK

Damage Type: Burst
Targeting Type: G

Damage Per Round: 34370
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20

Deals 2X Damage to all Buildings.  Note that the two shells that are fired simultaneously are actually just one round.

TEMPEST

Damage Type: Area
Targeting Type: A

Damage Per Round: 18000
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 150



***** **** *** ** * CORE UNITS: LIGHT VEHICLES

HELLHOUND

Damage Type: Burst
Targeting Type: A/G

Damage Per Round: 23152
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds
Splash Radius: 50

Light Vehicles are immune to Shock.

JACKAL

Damage Type: Area
Targeting Type: A/G

Damage Per Round: 2139
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80

Light Vehicles are immune to Shock.



***** **** *** ** * CORE UNITS: AIRBORNE

CYCLONE

Damage Type: Burst
Targeting Type: G

Damage Per Round: 32000
Clip Size: 2
Fire Rate: 2.667 / Second
Reload: 1.625 Seconds
Splash Radius: 45

Uses Stealth.

THUNDERSTORM

Damage Type: Sustain
Targeting Type: G

Damage Per Round: 30600
Clip Size: N/A
Fire Rate: 5.7 / Second
Reload: N/A
Splash Radius: 50



***** **** *** ** * HERO UNITS

SHEILA

Class: Infantry
Type: Operator

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 3337
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds

Infantry within a Moderate Radius of Sheila gain a 20% bonus to Damage and 14% bonus Movement Speed.  Note that this buff does not apply to Infiltrators.

BROTHER JEREMIAH

Class: Infantry
Type: Preserver

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 4000
Clip Size: 3
Fire Rate: 20 / Second
Reload: 0.35 Seconds

Flat Armor: 100
Flat Armor Bonus to all Allied Sentinels within a Moderate Radius: 100

KARA

Class: Infantry
Type: ???

Damage Type: Sustain
Targeting Type: A/G

Damage Per Round: 25750
Clip Size: 3
Fire Rate: 4 / Second
Reload: 2 Seconds

Any time Kara or a Member of her SF Team kills any enemy unit, she gains a 10% bonus to Damage and a 5% increase to Reload Speed, up to a maximum of 200% bonus Damage (after 20 kills) and 50% increased Reload Speed (at 10 kills, thus reducing her reload time to 1 second when maxed).

Can hit ground targets only.

DORAN

Class: Heavy Vehicle
Type: Nightmare

Damage Type: Area
Targeting Type: A/G

Damage Per Round: 13300
Clip Size: 4
Fire Rate: 2 / Second
Reload: 0.5 Seconds
Splash Radius: 80

Grants 100 Armor to nearby Allied Nightmares.

JERICHO

Class: Light Vehicle
Type: Hellhound

Damage Type: Burst
Targeting Type: A/G

Damage Per Round: 81032
Clip Size: 3
Fire Rate: 2.667 / Second
Reload: 3 Seconds
Splash Radius: 50

Grants 15% increased Reload Speed to nearby Allied Hellhounds.  Light Vehicles are immune to Shock.

DANTE

Class: Heavy Vehicle
Type: Ultra Tank

Damage Type: Burst
Targeting Type: G

Damage Per Round: 120295
Clip Size: 2
Fire Rate: 2 / Second
Reload: 1.5 Seconds
Splash Radius: 20

Grants 15% increased Damage to nearby Allied Ultra Tanks.  Deals 2X Damage to all Buildings.  Note that the two shells that are fired simultaneously are actually just one round.



***** **** *** ** * UNIQUES

SARKIS

Damage Type: Area
Targeting Type: A/G

Damage Per Round: 47625
Clip Size: 1
Fire Rate: N/A
Reload: 2 Seconds
Splash Radius: 80



***** **** *** ** * UPDATE HISTORY

UPDATE #7.0
Added the Tempest, Doran, Jericho, and Dante.  Terminology and classification updates.  Major formatting and organization improvements.

UPDATE #6.0
Added the Ultra Tank and the Thunderstorm.

UPDATE #5.0
Added damage types to all units (i.e. sustain, burst, or area).  Added Cyclone and Lead Marksman.

UPDATE #4.0
Jackal added.  Light vehicles updated to include Shock Immunity.  Warhorse splash area added.

UPDATE #3.1
Changed Damage Per Projectile to Damage Per Round, because everyone liked that more.  Added information on Sheila's and Kara's hero effects.  The 3.1 updated added further details to Kara's hero effects.

UPDATE #2
Changed Damage Per Shot to Damage Per Projectile, since it shared an abbreviation with Damage Per Second (which is what DPS stands for in-game).  Hopefully this will be clearer.

UPDATE #1
Added Stat Explanation.
Lead Designer - Battle Pirates
KIXEYE
  • Carride
    Carride
    Force to be Reckoned With
    Joined Sep 2014 Posts: 1,636
    edited 16 Sep 2015, 12:38AM
    May I ask for the following also:
    The damage filter meanings
    Turret damage per shot
    Unit buff meaning : What Bloodlust actually does / Elite Buff meaning / Others which are only described in stats
    That will be also useful for players
    Thanks
    Edit: I want to have some more info about Bloodlust meaning.
    YOU WILL NEVER GET ME!
    image
    What makes you doubt life comes when you feel you will never doubt your life again.
  • richard.wadzinskijr
    richard.wadzinskijr
    Minor Nuisance
    Joined May 2013 Posts: 170
    why do they just remove all this hidden bullcrapn kixx units are so overrated any how and we get the brunt of it and the repairs are so crazy, if it is an invention to make us coin for repair ya all got another thing coming, iu just most 5 units because of the game freeze and kixx wipes the units in play, this is so unfair, another nail in the coffin, so tired of this ya all are really making the game so unplayable, so unenjoyable, i see folks leaving in droves. i am contemplating it. this is no where near where the last lying moderator who spewed his guts a few months back sayingt hings were going to be made better and were now playing upgrade commander and farmville commander, 120 mil res is one thing but 25,30,35 & 40 million thorium for a **** upgrade , really are you serious, one day it was 4 mil to upgrade the thorium vault next day it says the same upgrade takes 12.5 million. reallY?
  • Militarism
    Militarism
    Strike-force Captain
    Joined Jun 2011 Posts: 917
    Can we have the preserver flat damage armor?

     

  • Carride
    Carride
    Force to be Reckoned With
    Joined Sep 2014 Posts: 1,636
    edited 3 Oct 2015, 5:15PM
    Reply deleted.
    YOU WILL NEVER GET ME!
    image
    What makes you doubt life comes when you feel you will never doubt your life again.
  • hello1
    hello1
    Incursion Leader
    Joined Oct 2012 Posts: 1,049
    These stats are nothing.
    Look in the TOS.
    They can be changed at will by Kixeye.
  • imam iskandar
    imam iskandar
    Greenhorn
    Joined Aug 2012 Posts: 17
    Can someoen explain, corelation between "Damage per shot" , Fire rate/second , and the clip size ? i think i got confused here :) thank you
  • Daniel Holmes
    Daniel Holmes
    Unicorn Overlord
    Joined Aug 2012 Posts: 6,285
    With all due respect, and I do think this is a good start / helpful, that still looks confusing as ****.

    Can someoen explain, corelation between "Damage per shot" , Fire rate/second , and the clip size ? i think i got confused here :) thank you
    I certainly agree that this would help clarify some of those numbers a lot better. 
    Sorry about whenever I talk in all Caps. I am not yelling at you. It's just a thing me and my guys do on WC, Got to get the natives stirred up somehow in this Turtle Commander game we all play now, and usually playing the game alone doesn't do it.
  • Victor Panasenko
    Victor Panasenko
    Potential Threat
    Joined Jan 2013 Posts: 99

    @richard.wadzinskijr said:
    why do they just remove all this hidden bullcrapn kixx units are so overrated any how and we get the brunt of it and the repairs are so crazy...

    You are right about making the game more farming, but at least this topic is awesome. By providing such data (I'm really don't remember such a leaking topic before) you can plan you game and ask for more accurate things (for example - about preserver armor - as it was really dissapointing to have a miscorrelation between published data and data after 'bugs fixed').
    WrongThinker, thank you more threading us new useful info!
    As an idea - please complain unit special abilities and does it touch every unit (example - thread about preservers).

  • Mike. Roberts
    Mike. Roberts
    Skilled Warrior
    Joined Feb 2013 Posts: 582
    edited 14 Sep 2015, 6:00AM
    imam iskandar
    Greenhorn
    Joined Aug 2012Posts: 14
    Can someoen explain, corelation between "Damage per shot" , Fire rate/second , and the clip size ? i think i got confused here  thank you


    I am under the impression that

    Each unit has a clip size, that being the number of shots it fires before the need to reload.

    Fire rate/second is the speed at which the shots in the clip are fired at the target

    Each of those shots then has a Damage per shot

    Reload is the delay in between each clip being fired at the target.
  • Gam3addict
    Gam3addict
    Potential Threat
    Joined Mar 2013 Posts: 77
    Can someoen explain, corelation between "Damage per shot" , Fire rate/second , and the clip size ? i think i got confused here :) thank you
    Damage per shot is damage per individual bullet.
    Fire rate is how many rounds the unit would spit out if it had no need to reload and could fire non-stop.
    Clip size is number of rounds fired before reload.
  • DOBBA PHOENIX
    DOBBA PHOENIX
    WC Mod
    Joined Oct 2012 Posts: 1,569
    Hi Commanders,

    As many of you know, our current unit information screen really isn't adequate.  You asked for some of that hidden info to be revealed to help you make the best decisions, both for components and general strategy.  Hopefully we'll get some bandwidth to improve that screen in the future, but until then, here is some of the critical unit data you've been missing.  For the time being, I'm keeping this info to core units, because to do it for all units in the game would take me until 2018.

    Please let me know if there is other information you want and I'll do my best to provide it when my time permits.

    Enjoy. :)

    -WT

    OPERATOR

    Damage Per Shot: 949
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    LEAD OPERATOR

    Damage Per Shot: 1898
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    HEAVY OPERATOR

    Damage Per Shot: 720
    Clip Size: 6
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    LEAD HEAVY OPERATOR

    Damage Per Shot: 1440
    Clip Size: 6
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    PRESERVER

    Damage Per Shot: 1350
    Clip Size: 3
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    LEAD PRESERVER

    Damage Per Shot: 1630
    Clip Size: 3
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    INFILTRATOR*

    Damage Per Shot: 625
    Clip Size: 4
    Fire Rate: 2 / Second
    Reload: 0.35 Seconds
    Splash Area: 60

    LEAD INFILTRATOR*

    Damage Per Shot: 796
    Clip Size: 4
    Fire Rate: 2 / Second
    Reload: 0.35 Seconds
    Splash Area: 60

    MARKSMEN

    Damage Per Shot: 41836
    Clip Size: 1
    Fire Rate: N/A
    Reload: 3.25 Seconds

    WARHORSE

    Damage Per Shot: 33000
    Clip Size: 1
    Fire Rate: N/A
    Reload: 1 Second

    NIGHTMARE

    Damage Per Shot: 3775
    Clip Size: 4
    Fire Rate: 2 / Second
    Reload: 0.5 Seconds
    Splash Area: 80

    HELLHOUND

    Damage Per Shot: 23152
    Clip Size: 3
    Fire Rate: 2.667 / Second
    Reload: 3 Seconds

    SHEILA

    Damage Per Shot: 3337
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    BROTHER JEREMIAH

    Damage Per Shot: 4000
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    KARA

    Damage Per Shot: 25750
    Clip Size: 3
    Fire Rate: 4 / Second
    Reload: 2 Seconds

    SARKIS*

    Damage Per Shot: 47625
    Clip Size: 1
    Fire Rate: N/A
    Reload: 2 Seconds
    Splash Area: 80

    *For the time being, only Primary weapon information is provided.  Secondary weapon info will come when time permits.
    Is there a reason the DPS on units are not matching to the Damage per shot you are posting? Also, units that do burst damage such as preserver and heavy gunners, do they have a reload speed? Like do they ever reload?
    I am a KIXEYE Moderator but NOT a KIXEYE Employee. I am
    simply a player just like everyone of you all. Please keep your comments
    constructive, on point, and without violating the TOS or rules of the forums.
    For a list of some of the things not tolerated on this post,
    please review the community forum rules which can be found at this link. www.kixeye.com/forum/discussion/530465
    To send a support ticket, please visit this link. https://warcommander.zendesk.com/hc/en-us/requests/new
  • Mike. Roberts
    Mike. Roberts
    Skilled Warrior
    Joined Feb 2013 Posts: 582
    Thanks WrongThinker its good to see someone from Kixeye can deliver on a promise :smile: 

    Look forward to future updates that will help players greatly in making better strategic decisions ie similar information for Turrets & Defensive attributes for units where applicable.
  • WrongThinker
    WrongThinker
    BP Game Team
    Joined Mar 2013 Posts: 1,651
    Can someoen explain, corelation between "Damage per shot" , Fire rate/second , and the clip size ? i think i got confused here :) thank you
    Though some have guessed correctly in the thread, I have updated the OP to include an explanation of stats.  I've also added the flat armor from Bro J and the preservers.

    Thanks WrongThinker its good to see someone from Kixeye can deliver on a promise :smile: 

    Look forward to future updates that will help players greatly in making better strategic decisions ie similar information for Turrets & Defensive attributes for units where applicable.
    I'm determined, mate.  :)  Hopefully within the next week or two I can post some info on the turrets and other defensive structures.
    Lead Designer - Battle Pirates
    KIXEYE
  • Top_Postie
    Top_Postie
    Minor Nuisance
    Joined Apr 2013 Posts: 278
    Thanks for taking the time to do this wrongthinker, this information is very helpful especially when it comes to fitting them in the workshop, great work m8  
  • Chuck149
    Chuck149
    Greenhorn
    Joined Sep 2013 Posts: 8
    Thank you very much for this information. It helps to clarify some misunderstandings and confusion. For example...I have been playing the game for around 3 years, and I thought that DPS stood for Damage Per Second....making the fire rate and reload speeds seem almost irrelevant. Now that I understand that it is damage per SHOT...that makes my understanding of unit damage and workshop items much clearer. Also, as soom have mentioned, a complete rundown of Turrets would be extremely helpful. The entire concept of scaling damage needs to be addressed as well. Otherwise, with a DPS of 9,933 and a 500 rate of fire, the Microwave turret would seem to be the ultimate defensive weapon, but we know that you need a mix of turrets.
    Also...why the discrepancy in the stats in this list and what is listed in game? The Marksman has a DPS of 41,836? Is that a typo? 
    This is what is frustrating about the game....units are listed as being powerful and valuable, but then seem less than impressive at times.
    I have always wanted better stats....this is really a step in the right direction and wish it was incorporated into the game a bit better.
  • Carride
    Carride
    Force to be Reckoned With
    Joined Sep 2014 Posts: 1,636
    Chuck149 said:
    Thank you very much for this information. It helps to clarify some misunderstandings and confusion. For example...I have been playing the game for around 3 years, and I thought that DPS stood for Damage Per Second....making the fire rate and reload speeds seem almost irrelevant. Now that I understand that it is damage per SHOT...that makes my understanding of unit damage and workshop items much clearer. Also, as soom have mentioned, a complete rundown of Turrets would be extremely helpful. The entire concept of scaling damage needs to be addressed as well. Otherwise, with a DPS of 9,933 and a 500 rate of fire, the Microwave turret would seem to be the ultimate defensive weapon, but we know that you need a mix of turrets.
    Also...why the discrepancy in the stats in this list and what is listed in game? The Marksman has a DPS of 41,836? Is that a typo? 
    This is what is frustrating about the game....units are listed as being powerful and valuable, but then seem less than impressive at times.
    I have always wanted better stats....this is really a step in the right direction and wish it was incorporated into the game a bit better.
    I want to say that they have extremely low health in terms of SF, which is compensated by high damage and range.
    YOU WILL NEVER GET ME!
    image
    What makes you doubt life comes when you feel you will never doubt your life again.
  • JamesHowlett
    JamesHowlett
    Unicorn Overlord
    Joined Feb 2013 Posts: 5,005
    Chuck149 said:
    Thank you very much for this information. It helps to clarify some misunderstandings and confusion. For example...I have been playing the game for around 3 years, and I thought that DPS stood for Damage Per Second....making the fire rate and reload speeds seem almost irrelevant. Now that I understand that it is damage per SHOT...that makes my understanding of unit damage and workshop items much clearer. Also, as soom have mentioned, a complete rundown of Turrets would be extremely helpful. The entire concept of scaling damage needs to be addressed as well. Otherwise, with a DPS of 9,933 and a 500 rate of fire, the Microwave turret would seem to be the ultimate defensive weapon, but we know that you need a mix of turrets.
    Also...why the discrepancy in the stats in this list and what is listed in game? The Marksman has a DPS of 41,836? Is that a typo? 
    This is what is frustrating about the game....units are listed as being powerful and valuable, but then seem less than impressive at times.
    I have always wanted better stats....this is really a step in the right direction and wish it was incorporated into the game a bit better.
    DPS on units as displayed in game is Damage per Second.  

    For example:  Operators max DPS is 5694 DPS.  As demonstrated above the Damage Per Shot is 949.  Or six shots per second.  So the unit fires three times, Reloads, and then gets off one more clip (3 shots) every second.

    This DPS (Damage per Second) vs the DPS (Damage per Shot) has been one of the most frustrating aspects of the game forever.  This is why DPS should always be Damage per Second and DPR (Damage per Round) should be used to describe Damage per Shot.

    Having 2 different items described as DPS that DO NOT mean the same thing will otherwise always be confusing.
    Daisy's!  I'm pushing up Daisy's!  Cause everyone loves Daisy's!  Everything is perfect in this game and I love Daisy's
  • TheGodfather
    TheGodfather
    Strike-force Captain
    Joined May 2012 Posts: 791
    so then is it safe to assume that one of the game changes you have made is changing DPS to damage per shot? Because it has been stated 100's of times in forums over the years and replies from customer service that DPS was always Damage Per Second
    If ones words are no better than silence then one should keep silent
  • killer99999999
    killer99999999
    Force to be Reckoned With
    Joined May 2015 Posts: 1,770
    so then is it safe to assume that one of the game changes you have made is changing DPS to damage per shot? Because it has been stated 100's of times in forums over the years and replies from customer service that DPS was always Damage Per Second
    as far as i can see is the stats we see for units within the game is damage per second. wrongthinker is now providing us with damage per shot stats in addition to those we see in the game - the stats provided by wrongthink are far more helpful than the misleading crap we've been provided in the past
  • TheGodfather
    TheGodfather
    Strike-force Captain
    Joined May 2012 Posts: 791
    yes the information is great but there is such a huge difference between what he is saying and what is stated in game, I am just trying to find the happy medium as to which is more correct. Take your heroes for example, based on WT's number this is what you have  Brother Jeremiah in game DPS 28,235...WT's DPS 80,000.......Kara in game  28,091,,,WT....103,000....Sheila in game..20,022....WT 66,740.... thats a huge difference once converted to damage per second which is how you would have to compare them since in game stats are damage per second. I much prefer WT's numbers I just want to be sure the information is correct
    If ones words are no better than silence then one should keep silent
  • killer99999999
    killer99999999
    Force to be Reckoned With
    Joined May 2015 Posts: 1,770
    yes the information is great but there is such a huge difference between what he is saying and what is stated in game, I am just trying to find the happy medium as to which is more correct. Take your heroes for example, based on WT's number this is what you have  Brother Jeremiah in game DPS 28,235...WT's DPS 80,000.......Kara in game  28,091,,,WT....103,000....Sheila in game..20,022....WT 66,740.... thats a huge difference once converted to damage per second which is how you would have to compare them since in game stats are damage per second. I much prefer WT's numbers I just want to be sure the information is correct
    good point. i didn't bother to convert WT stats into DPS.  you would also need to take reload time into account eg when factoring in reload time on shiela you would only be getting 7-9 shots per second, bringing her DPS closer in line with kixeyes in game stats - i'm making the assumption that WT fire rate numbers do not take reload time into account BUT i think WT needs to clarify this
  • Zed-X-1008
    Zed-X-1008
    Skilled Warrior
    Joined May 2015 Posts: 587
    holy **** you done good buddy so thanks for your time on a good job.
  • JamesHowlett
    JamesHowlett
    Unicorn Overlord
    Joined Feb 2013 Posts: 5,005
    edited 14 Sep 2015, 3:15PM
    yes the information is great but there is such a huge difference between what he is saying and what is stated in game, I am just trying to find the happy medium as to which is more correct. Take your heroes for example, based on WT's number this is what you have  Brother Jeremiah in game DPS 28,235...WT's DPS 80,000.......Kara in game  28,091,,,WT....103,000....Sheila in game..20,022....WT 66,740.... thats a huge difference once converted to damage per second which is how you would have to compare them since in game stats are damage per second. I much prefer WT's numbers I just want to be sure the information is correct
    There is no difference between what he is saying and in game stats.

    Kara:

    Damage per Round 25,750

    Damage per Second 28,091

    Let's take a fire period plus reload period.

    She gets off 3 rounds in .75 seconds.  Doing  77,250 damage.  Now it takes 2 seconds for her to reload.  So 2.75 seconds have elapsed but she's only done 77,250 damage.  77250/2.75 = 28,091 Damage per second. 

    Daisy's!  I'm pushing up Daisy's!  Cause everyone loves Daisy's!  Everything is perfect in this game and I love Daisy's
  • WrongThinker
    WrongThinker
    BP Game Team
    Joined Mar 2013 Posts: 1,651
    Chuck149 said:
    Thank you very much for this information. It helps to clarify some misunderstandings and confusion. For example...I have been playing the game for around 3 years, and I thought that DPS stood for Damage Per Second....making the fire rate and reload speeds seem almost irrelevant. Now that I understand that it is damage per SHOT...that makes my understanding of unit damage and workshop items much clearer. Also, as soom have mentioned, a complete rundown of Turrets would be extremely helpful. The entire concept of scaling damage needs to be addressed as well. Otherwise, with a DPS of 9,933 and a 500 rate of fire, the Microwave turret would seem to be the ultimate defensive weapon, but we know that you need a mix of turrets.
    Also...why the discrepancy in the stats in this list and what is listed in game? The Marksman has a DPS of 41,836? Is that a typo? 
    This is what is frustrating about the game....units are listed as being powerful and valuable, but then seem less than impressive at times.
    I have always wanted better stats....this is really a step in the right direction and wish it was incorporated into the game a bit better.
    Actually, forgive the confusion on this point (my bad for saying Damage Per Shot, I will update the post to "Damage Per Projectile" shortly).  In-game DPS does represent Damage Per Second, but it is a result of Damage Per Projectile, Reload, Rate of Fire, and Clip Size.

    So, basically, we showed you the last part of the equation without the details.  So, in the Marksman case, their Damage Per Second (DPS) is roughly 12.7k, but their damage per shot/projectile is much higher than that (as seen above).
    Lead Designer - Battle Pirates
    KIXEYE
  • Dot-Gugid
    Dot-Gugid
    Potential Threat
    Joined Mar 2014 Posts: 41
    Hi Commanders,

    As many of you know, our current unit information screen really isn't adequate.  You asked for some of that hidden info to be revealed to help you make the best decisions, both for components and general strategy.  Hopefully we'll get some bandwidth to improve that screen in the future, but until then, here is some of the critical unit data you've been missing.  For the time being, I'm keeping this info to core units, because to do it for all units in the game would take me until 2018.

    Please let me know if there is other information you want and I'll do my best to provide it when my time permits.

    Enjoy. :)

    -WT

    UPDATE #2
    Changed Damage Per Shot to Damage Per Projectile, since it shared an abbreviation with Damage Per Second (which is what DPS stands for in-game).  Hopefully this will be clearer.

    UPDATE #1

    There seems to be some confusion about the stats I listed, so allow me to try and clear that up.
    • Damage Per Projectile
      • The amount of damage from every projectile the unit fires (e.g. bullet, rocket, missile, etc.).
    • Clip Size
      • How many shots are fired before the unit must reload.
    • Fire Rate
      • The speed at which shots from the same clip are fired.
        • Only relevant if the clip size is greater than 1, since a clip size of 1 means the unit is constantly reloading.
    • Reload
      • The time it takes to load in a new clip, once the old clip is emptied.

    OPERATOR

    Damage Per Projectile: 949
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    LEAD OPERATOR

    Damage Per Projectile: 1898
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    HEAVY OPERATOR

    Damage Per Projectile: 720
    Clip Size: 6
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    LEAD HEAVY OPERATOR

    Damage Per Projectile: 1440
    Clip Size: 6
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    Flat Armor: 100

    PRESERVER

    Damage Per Projectile: 1350
    Clip Size: 3
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    Flat Armor: 100

    LEAD PRESERVER

    Damage Per Projectile: 1630
    Clip Size: 3
    Fire Rate: 40 / Second
    Reload: 0.35 Seconds

    INFILTRATOR*

    Damage Per Projectile: 625
    Clip Size: 4
    Fire Rate: 2 / Second
    Reload: 0.35 Seconds
    Splash Area: 60

    LEAD INFILTRATOR*

    Damage Per Projectile: 796
    Clip Size: 4
    Fire Rate: 2 / Second
    Reload: 0.35 Seconds
    Splash Area: 60

    MARKSMEN

    Damage Per Projectile: 41836
    Clip Size: 1
    Fire Rate: N/A
    Reload: 3.25 Seconds

    WARHORSE

    Damage Per Projectile: 33000
    Clip Size: 1
    Fire Rate: N/A
    Reload: 1 Second

    NIGHTMARE

    Damage Per Projectile: 3775
    Clip Size: 4
    Fire Rate: 2 / Second
    Reload: 0.5 Seconds
    Splash Area: 80

    HELLHOUND

    Damage Per Projectile: 23152
    Clip Size: 3
    Fire Rate: 2.667 / Second
    Reload: 3 Seconds

    SHEILA

    Damage Per Projectile: 3337
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    BROTHER JEREMIAH

    Damage Per Projectile: 4000
    Clip Size: 3
    Fire Rate: 20 / Second
    Reload: 0.35 Seconds

    Flat Armor: 100
    Flat Armor Bonus to all Allied Sentinels within a Moderate Radius: 100

    KARA

    Damage Per Projectile: 25750
    Clip Size: 3
    Fire Rate: 4 / Second
    Reload: 2 Seconds

    SARKIS*

    Damage Per Projectile: 47625
    Clip Size: 1
    Fire Rate: N/A
    Reload: 2 Seconds
    Splash Area: 80

    *For the time being, only Primary weapon information is provided.  Secondary weapon info will come when time permits.
    Can we get some information on how much damage Kara does when her blood-lust effect is full? or some information along those lines please?
  • JamesHowlett
    JamesHowlett
    Unicorn Overlord
    Joined Feb 2013 Posts: 5,005
    Chuck149 said:
    Thank you very much for this information. It helps to clarify some misunderstandings and confusion. For example...I have been playing the game for around 3 years, and I thought that DPS stood for Damage Per Second....making the fire rate and reload speeds seem almost irrelevant. Now that I understand that it is damage per SHOT...that makes my understanding of unit damage and workshop items much clearer. Also, as soom have mentioned, a complete rundown of Turrets would be extremely helpful. The entire concept of scaling damage needs to be addressed as well. Otherwise, with a DPS of 9,933 and a 500 rate of fire, the Microwave turret would seem to be the ultimate defensive weapon, but we know that you need a mix of turrets.
    Also...why the discrepancy in the stats in this list and what is listed in game? The Marksman has a DPS of 41,836? Is that a typo? 
    This is what is frustrating about the game....units are listed as being powerful and valuable, but then seem less than impressive at times.
    I have always wanted better stats....this is really a step in the right direction and wish it was incorporated into the game a bit better.
    Actually, forgive the confusion on this point (my bad for saying Damage Per Shot, I will update the post to "Damage Per Projectile" shortly).  In-game DPS does represent Damage Per Second, but it is a result of Damage Per Projectile, Reload, Rate of Fire, and Clip Size.

    So, basically, we showed you the last part of the equation without the details.  So, in the Marksman case, their Damage Per Second (DPS) is roughly 12.7k, but their damage per shot/projectile is much higher than that (as seen above).
    So can we now assume DPP (Damage Per Projectile) is going to be used from now on to describe this function?  I still think DPR Damage Per Round sounds better ;-)

    Or is there another reason you chose this nomenclature?   
    Daisy's!  I'm pushing up Daisy's!  Cause everyone loves Daisy's!  Everything is perfect in this game and I love Daisy's
  • Good Friend
    Good Friend
    Skilled Warrior
    Joined Jun 2012 Posts: 323
    Wrong Thinker, thanks for taking the time to provide this much data.    
    Can we convert them into one simple number to use for each unit (before workshop)?
     
    Please explain how best to use data to compare between two units,  for example,  Kara vs Sheila.

    Should we convert the data into a damage per minute assuming both would fire for a minute? Thanks
    level 43
  • JamesHowlett
    JamesHowlett
    Unicorn Overlord
    Joined Feb 2013 Posts: 5,005
    Wrong Thinker, thanks for taking the time to provide this much data.    
    Can we convert them into one simple number to use for each unit (before workshop)?
     
    Please explain how best to use data to compare between two units,  for example,  Kara vs Sheila.

    Should we convert the data into a damage per minute assuming both would fire for a minute? Thanks
    Why would you convert it?  The info is there.

    Kara 25k per projectile and slow reload and fire rate.

    Sheila 3337 per projectile but with a much faster rate of fire and a much quicker reload.

    Kara does more DPS.  

    Sheila will benefit most by each round (projectile) doing more damage (Impact Ord) since her Reload is already quick.  Take Aim will also impact her extremely well since it adds to damage and will slow her fire rate but since it's already High that should be ok.

    Kara will benefit most by shortening her reload time (Compressed Magazine) since it will speed up the 2nd volley of projectiles doing 25k damage per projectile.  She'll also respond well to Bandolier since is will speed up her rate of fire.

    Converting to damage per minute gives you no additional information over Damage per second you just multiplied it by 60.  It won't tell you anything more than what you already knew.

    You have to take into acct Rate of Fire and Reload Time to determine how to shop units and to determine which units will do more damage to what units.  Kara for example will ALWAYS have an advantage against Preservers since she does so much damage per projectile.  -100 damage on 25k damage is nothing.  -100 damage on 3337 is a much greater percentage decrease.


    Daisy's!  I'm pushing up Daisy's!  Cause everyone loves Daisy's!  Everything is perfect in this game and I love Daisy's
  • xX_ACHILLES_Xx
    xX_ACHILLES_Xx
    Incursion Leader
    Joined Nov 2013 Posts: 1,315
    Thank you for this info.

    Now get to work on Enhanced Turbines. LMAO :p

    100 10 due to layoffs, stoned monkeys have to get it figured out
    eventually, RIGHT?

    weed animated GIF
  • NieR01
    NieR01
    Unicorn Overlord
    Joined Jun 2015 Posts: 4,128

    @JamesHowlett said:
    Good Friend said:

    Wrong Thinker, thanks for taking the time to provide this much data.    
    Can we convert them into one simple number to use for each unit (before workshop)?
     
    Please explain how best to use data to compare between two units,  for example,  Kara vs Sheila.

    Should we convert the data into a damage per minute assuming both would fire for a minute? Thanks

    Why would you convert it?  The info is there.

    Kara 25k per projectile and slow reload and fire rate.

    Sheila 3337 per projectile but with a much faster rate of fire and a much quicker reload.

    Kara does more DPS.  

    Sheila will benefit most by each round (projectile) doing more damage (Impact Ord) since her Reload is already quick.  Take Aim will also impact her extremely well since it adds to damage and will slow her fire rate but since it's already High that should be ok.

    Kara will benefit most by shortening her reload time (Compressed Magazine) since it will speed up the 2nd volley of projectiles doing 25k damage per projectile.  She'll also respond well to Bandolier since is will speed up her rate of fire.

    Converting to damage per minute gives you no additional information over Damage per second you just multiplied it by 60.  It won't tell you anything more than what you already knew.

    You have to take into acct Rate of Fire and Reload Time to determine how to shop units and to determine which units will do more damage to what units.  Kara for example will ALWAYS have an advantage against Preservers since she does so much damage per projectile.  -100 damage on 25k damage is nothing.  -100 damage on 3337 is a much greater percentage decrease.

    At least we have somewhat a direction to go for with our customizations.

    Image result for nier replicant
       
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