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This diagram models a firearm combat simulation where two guns, identified as Gun A and Gun B, use various parameters such as Rate of Fire, Base Damage, Crit Chance, and Crit Multiplier to compute and accumulate the total damage output over time. The simulation integrates critical hit probabilities and hit chances through the use of Gates, which apply dice-roll mechanics to simulate randomness in hits and critical strikes. Registers calculate the final damage output based on whether a critical hit occurs, factoring in the Base Damage and Crit Multiplier to yield the output that contributes to the "TOTAL DMG" pools for each gun.

Resources flow between Pools and are influenced by Register calculations, with Ammo Pools depleting as shots are fired and damage Pools increasing based on successful hits and critical strikes. Conditional State Connections monitor Ammo Levels to potentially trigger an End Condition if ammo runs out. An interactive element allows the user to initiate the simulation by supplying "Start Ammo" to both guns. The model is designed to run autonomously for a set number of steps or until an End Condition is met, showcasing the evolving dynamics of a combat scenario, including ammo consumption and total damage output, thus providing an analytical framework for comparing the effectiveness of the two firearms under simulated conditions.


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