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Note that the reload time was recorded, and hence may not be the 'perfect' value. The timing were recorded a few times to ensure minimum error, but without the source data, it is hard to determine. The cooldown values were given, though the guide does not take into account any increment of attack speed due to the Marine's Agility. Terms used in this Guide Damage: Refers to average damage, calculated by the formula -> (minimum damage + maximum damage) / 2 sps: Shots per Second - Refers to the number of shots fire per second. crit rate: Critical Rate - Refers to the chance of the Marine doing a critical hit. crit %: Critical Damage % - Refers to the damage increment during critical damage e.g. Level 5 Critical Strike of a Rifleman gives a crit % of 5. dp shot: Damage per Shot - Refers to the average damage done per shot, taking into account both the crit rate and crit %. dps: Damage per Second - Refers to the average damage done per second by a Marine, taking into account the dp shot value and sps value. dpc: Damage per Clip - Refers to the average damage potential of each clip (which is not the exact term, but used in this guide for easier explanation) for a specific class. It takes into account the dp shot value and the ammount of shots per clip. dpm: Damage per Magazine Stack- Refers to the average damage potential of a magazine stack for a specific class. e.g. A Machine Gunner gets 2 clip per magazine stack obtained, and a firebat obtain 150 fuel cells. Critical Strike chance and damage multiplier For the Machine Gunner, Combat Engineer, Delta Operator, Force Reon, Rifleman, Infantry Unit Leader and Navy Corspman, it is as follows: Level 1 - 10% chance to deal 200% damage Level 2 - 10% chance to deal 375% damage Level 3 - 10% chance to deal 450% damage Level 4 - 10% chance to deal 525% damage Level 5 - 10% chance to deal 600% damage For the Designated Marksman, it is as follows: Level 1 - 15% chance to deal 200% damage Level 2 - 20% chance to deal 250% damage Level 3 - 25% chance to deal 300% damage Level 4 - 30% chance to deal 350% damage Level 5 - 35% chance to deal 400% damage The Forward Observer and the Flamethrower do not have Critical Strike. Damage Output Comparison Here, we will go down the list of the various marine classes one-by-one. Designated Marksman Damage Range: 302-428 Damage: 365 sps: 0.3 Reload Time: 6 seconds ![]() Delta Operator Damage Range: 155-181 Damage: 168 sps: 1.333 (recurring) Reload Time: 5 seconds ![]() Machine Gunner Damage Range: 45-60 Damage: 52.5 sps: 3.846 Reload Time: 9 seconds ![]() Rifleman and Infantry Unit Leader (Placed together due to similiar stats) Damage Range: 46-80(RM) 47-81(IUL) Damage: 63(RM) 64(IUL) sps: 2.857 Reload Time: 6 seconds (without LWT) Rifleman ![]() Infantry Unit Leader ![]() Combat Engineer Damage Range: 267-305 Damage: 286 sps: 0.571 Reload Time: 6 seconds ![]() Force Recon Damage Range: 49-83 Damage: 66 sps: 2.222 (recurring) Reload Time: 6 seconds ![]() Navy Corpsman Damage Range: 48-74 Damage: 61 sps: 2.632 Reload Time: 6 seconds ![]() Flamethrower Damage Range: 36-46 Damage: 41 sps: 5 Reload Time: n/a Due to the lack of critical, the following output table refers to the incrementing levels of the Flamethrower skill, Napalm. Note that, it disregards splash and that Napalm's damage takes place over 1.5 seconds, so the values are the values given by PipeDream at 20/33/46/60/73: ![]() Note that the lack of reload means that we take the clip amount as the same as the fuel cells gained everytime the Flamethrower obtain a magazine. Forward Observer Damage Range: 56-65 Damage: 60.5 sps: 5 Reload Time: 4 seconds The FO has no critical strike skill, but for the sake of comparison, the following is his damage output table: ![]() Analysis General Overview First, we can see that with the damage increment per Critical Strike level gives a higher damage output as compared with the various damage modifier skills (Rifleman and IUL's Light Weapon Training, Machine Gunner's Concentration Aura). Each level of LWT increases the Rifleman's and IUL's damage by 3, up to a maximum of +15 damage at level 5 LWT. Level 5 critical strike, on the other hand, gives the Rifleman and IUL a staggering +31.5 and +32 damage to their average damage per shot respectively. Machine Gunner gets +15 dp shot with level 5 Concentration, and +26.25 dp shot with level 5 Critical Strike. However, the damage increment to the rest of the fire team due to the aura far outweighs the need for individual damage. Though if a team has two Machine Gunners, the second one can pump skill points into crit instead. Remember that over the course of a single game, a marine would have fired hundreds after hundreds of rounds, hence the 10% would have balanced out. Highest Ammo Efficiency We can see from the data that by far, the Designated Marksman has the most damage potential whenever he 'eats' a clip. Even with a low ammo count per clip, he still outdamage every other class significantly in terms of damage. The top 5 are as follows: Marksman: 33671.25 dpm Delta Op: 22680 dpm Flamethrower: 22650 dpm Engineer: 20592 dpm MG: 15750 dpm Highest Damage output This category takes into account firing rate as well, and how well a character can deal damage, preferably in a short period of time. A very basic overview would be: Flamethrower: 570 dps Delta Op: 335.916 dps MG: 302.873 dps FO: 302.5 dps IUL: 274.272 dps However, if we take into account maximum attack speed modifiers by class skills alone, we get a revised list: Engineer: 1102.3155 dps (with Burst Fire) MG: 1060.054 dps (with Suppressive Fire) Flamethrower: 570 dps RM: 539.973 dps (with Focused Fire) IUL: 394.952 dps (with Defensive Stance) ... Which pushes both the Delta Operator and Forward Observer from the list. Squad Composition The above data, of course, bring us to the point of how does one build a fire team? We would want utility to match with firepower. That said, most games would be much easier with both Navy Corpsman and Combat Engineer. However, take into account that even though CE may have the highest dps with Burst Fire, normally we do not see one with level 5 critical strike, because his other skills are much better for team survival. Perhaps we can take into account both camp and roam style. When we play camping on the hill, even without UAV, there will normally be a Recon to collect items and ammunition. That said, we can expect to have ample supplies throughout the game, hence dpm is not so important here. Riflemen make surprisingly good options for this style of game play, having high dps when he uses Focused Fire. 2 Machine Gunners can make sure you have ample suppressive fire. Roam style, however, is rather different. Without a fixed location to place items, the Marines will need to run and gun with what they have along the way. That said, damage per shot would be slightly prefered here. He has the highest damage per magazine, and each shot will be worth the money (so to speak), of course, his Monofilament Catridge at level 5 would deal 2000 damage to a large group of enemy, thus conserving ammunition. On another note, one must also note the damage with the corresponding weapon range. Marksman may not have good dps, but he has excellent reach, and should be used to hit at high priority targets (Gargoyles) with his high single shot damage before they reach the team. CE and Flamethrower may have low range, but they are invaluable when you are getting swarmed with their high dps. Conclusion The numbers are there for you to see, and hence help you in your decision making when playing Aftermath. Instead of rough estimates, you can work with concrete numbers when planning tactics and strategies. Hope you enjoyed it! |
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