v0.12.0 — Weapon cadence reporting
Weapon cadence reporting
v0.12.0 teaches the coach when a weapon fires, not just how hard it hits. Every weapon now carries a verified cadence profile derived from the game's own randomized-cooldown (cooldown_jitter) model.
New on weapon records / tools
weapon_dps,compare_weapons, andevaluate_runnow surface a cadence profile: attacks per second, damage per attack, a human-readable cadence label, and the verified inter-shot gap range (gap_range_s).- Burst-reload weapons (e.g. Revolver) are flagged so their reload cycle isn't mistaken for steady fire.
evaluate_runcomputes cadence at your actual weapon count.
Verified, not guessed — the model reflects weapon.gd's per-shot randomized cooldown, whose jitter grows with weapon count and deliberately de-syncs volleys (so there is intentionally no cross-weapon "sync risk" metric). See docs/cadence-mechanics.md. Nominal DPS still uses the raw basis cooldown and does not model the cooldown floor-skew for very fast multi-weapon builds — logged on the roadmap.
Also — includes the #14 fix: evaluate_run / weapon_dps previously used raw stats, understating DPS for gain-modifier characters.
Install / update: uvx spudcoach