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Statistics

Li Song edited this page Dec 19, 2023 · 11 revisions

The primary goal of LSML is to enhance your in-game performance by providing qualitative information for strategic piloting decisions. This approach may deviate from the status quo and the in-game Mechlab when necessary, aiming to offer improved information and a more ergonomic 'Mech building experience.

Expected vs Raw Damage

LSML introduces the concepts of "expected" (e) and "raw" (r) damage metrics. Expected damage represents the statistically expected average damage, considering factors like weapon jams, double fire, and spin-up. In contrast, raw metrics exclude jam probability and double fire. LSML predominantly reports expected values, providing a more realistic performance view. Examples include eDPS (expected DPS) and rDPS (raw DPS) in the Weapons Table.

Range

Whenever LSML presents a damage number, it is specified for a particular range. Individual weapon values are given at optimal ranges, while loadouts calculate and display values at the optimal range unless a specific range is selected. The range is always indicated next to the damage value in parentheses.

Weapon Spread

To accurately compute expected weapon damage for weapons with spread (e.g., LB-X, SRM), LSML assumes shooting at a circular target with a 6m radius, equivalent to the front profile of a CN-9 Centurion. As long as the target is approximately CN-9-sized and aimed true, the damage numbers should be accurate.

Quirks & Modifiers

Various items, modules, skills, and chassis quirks in MechWarrior: Online affect loadouts. LSML considers these modifiers, incorporating them into all loadout statistics.

Ultra-AC Type Weapons

LSML assumes players equip U-AC type weapons with the intention of double firing them. Consequently, all DPS and burst damage numbers are calculated based on the statistical average, accounting for jam chances.

RAC Type Weapons

When computing burst damage, LSML assumes perfect timing for spinning up the weapon before the burst starts. It then calculates the statistically expected average DPS, including jam time, jam-free time after a jam, weapon ramp-up after a jam, etc.

Critical Hits

Critical hits play a crucial role in determining item survivability when a component's armor is stripped. The tooltip over an equipped item provides statistical information, including:

  • Critical Hit %: Probability of the item taking damage on a component hit.
  • Destroyed: Probability of the item surviving until the component is destroyed.
  • HP: Health points of the item.
  • SIE-HP: Statistically Infinitesimal Effective-HP, indicating average damage needed before the item is destroyed.

Heat Management

LSML considers map heat effects (excluding local heat effects like lava) in all calculations when a map is selected.

Alpha Strike Damage & Heat

This metric models the damage and heat an alpha strike can cause when firing all weapons simultaneously. It includes Ghost Heat. LSML assumes the alpha strike is executed with the engine at full throttle. Note that weapons such as RAC or MG only apply one bullet to an alpha strike, use the burst-damage (below) to analyse a shorter encounter.

Burst Damage & Heat

Simulating firing all weapons in an optimal pattern for a specified duration, the burst damage metric factors in weapon jamming, spread, range fall-off, etc. It provides expected damage and heat as well as the reset time for heat dissipation. It assumes that shots are staggered to avoid ghost heat when necessary and all weapons are ready to fire (e.g. RACs are spun up ) before the burst starts.

Note: Because this is a statistical simulation, the output differs from just computing dps*duration as it for example considers how many times you can actully fire in the time window.

Sustained DPS

Sustained DPS in LSML represents the maximum long-term damage per second achievable without overheating. This metric is designed for scenarios where your 'Mech is engaged in prolonged combat, i.e. facing heat saturation. The calculation prioritizes the most heat-effective weapons (damage per heat, DPH) and strategically fires them to avoid triggering ghost heat.

Maximum DPS

Maximum DPS in LSML represents the highest potential damage output without considering heat constraints. This metric is useful for scenarios where your 'Mech starts in a cool state, utilizes cool-shots, or benefits from environmental factors like standing in water. It provides insight into the peak damage capability, acknowledging optimal conditions for a burst of maximum firepower.

Cooldowns VS Firing Period

The term "cooldown" is commonly used to describe the delay between using a weapon in many contexts, but in MechWarrior Online (MWO), this usage is inaccurate. In LSML, we avoid the term "cooldown" and use "firing period" instead.

The firing period is the actual time a weapon needs to cycle after its firing animation completes. For instance, as of August 25, 2021, an ER LARGE LASER has a cooldown of 4 seconds and a beam duration of 1.1 seconds. When fired, the beam is active for 1.1 seconds, followed by 4 seconds of cooldown. This results in a total firing period of 5.1 seconds.

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