DotNet.Ships.Record.WeaponMetrics - Elite-Dangerous-Almanac/Almanac-Core GitHub Wiki
EliteDangerousAlmanac / Ships / WeaponMetrics
Defined in: dotnet/src/EliteDangerousAlmanac/Ships/Weapons.cs:176
What one weapon does per second, sustained and unsustained.
new WeaponMetrics(
DamagePerShot,RateOfFire,SustainedRateOfFire,DamagePerSecond,SustainedDamagePerSecond,EnergyPerSecond,SustainedEnergyPerSecond,HeatPerSecond,SustainedHeatPerSecond,ThermalLoad,PowerDraw,DamageByType,SustainedDamageByType,Continuous)
double
The damage of one shot: the damage per round times the rounds.
double
The shots per second. It is one on a continuous-fire weapon, whose stats are already per second.
double
The shots per second averaged over reloads. It equals the rate of fire where nothing reloads.
double
The damage per second while firing, reloads ignored.
double
The damage per second averaged over reloads, which is the figure a long fight sees.
double
The weapons-capacitor draw per second, reloads ignored.
double
The same averaged over reloads.
double
The heat per second while firing, reloads ignored.
double
The same averaged over reloads.
double
The module's thermal-load stat: per discharge for a discrete weapon, and already per second for a continuous beam or mining laser.
double
The power draw, which is what the weapon asks of the plant when deployed.
The damage per second split by damage type.
The sustained damage per second split by damage type.
bool
Whether the weapon fires continuously, as a beam or mining laser does.
Continuous:
bool
Whether the weapon fires continuously, as a beam or mining laser does.
DamageByType:
DamageSplit
The damage per second split by damage type.
DamagePerSecond:
double
The damage per second while firing, reloads ignored.
DamagePerShot:
double
The damage of one shot: the damage per round times the rounds.
EnergyPerSecond:
double
The weapons-capacitor draw per second, reloads ignored.
HeatPerSecond:
double
The heat per second while firing, reloads ignored.
PowerDraw:
double
The power draw, which is what the weapon asks of the plant when deployed.
RateOfFire:
double
The shots per second. It is one on a continuous-fire weapon, whose stats are already per second.
SustainedDamageByType:
DamageSplit
The sustained damage per second split by damage type.
SustainedDamagePerSecond:
double
The damage per second averaged over reloads, which is the figure a long fight sees.
SustainedEnergyPerSecond:
double
The same averaged over reloads.
SustainedHeatPerSecond:
double
The same averaged over reloads.
SustainedRateOfFire:
double
The shots per second averaged over reloads. It equals the rate of fire where nothing reloads.
ThermalLoad:
double
The module's thermal-load stat: per discharge for a discrete weapon, and already per second for a continuous beam or mining laser.