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Testing DPS

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This diagram models a combat damage computation system that factors in weapon damage, rate of fire, armor reduction, and damage modifiers to calculate final damage output in a gaming or simulation environment. At its core, the system integrates various components such as weapon damage, bullets per second, armor reduction values, and dynamic modifiers to intricately calculate the damage per second (DPS) and the accumulated damage after reduction through mathematical formulas. 

Key elements include pools for weapon damage and bullets per second, which quantify the offensive capabilities of a weapon system. These are processed through registers that use formulas to account for factors like armor reduction and external modifiers, ultimately determining the DPS and final damage output. Another critical piece is the accumulator for the final damage output, which showcases the interaction between offensive calculations and defensive mechanics (like armor reduction). The system allows for dynamic adjustments—via modifiers—to simulate various combat scenarios or effects, such as buffs or debuffs, offering a meticulous approach to modeling combat interactions in games or simulations.

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Edited 5 days ago
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