Value Levels - xhsu/LeaderMode GitHub Wiki

Damage

  • Each player has 100 HP, therefore, the most rational way to rank damage level should be "How many shots do I need to gun down someone?"
  • Hence, we have level VI representing 1-shot-to-kill, and level I represents 6 or more shots to kill.
  • LUNA: As for the exponential model, perhaps we can use a formula: damage * (base ^ (-distance / constant))
  • The constant here is used to amplify the base number.
  • base = decay_to_percentage ^ (-constant / distance_decay_to)
Damage Level Description Shots to kill
1~19 I Low >=6
20~24 II Moderate-low 5
25~32 III Moderate 4
33~49 IV Moderate-high 3
50~99 V High 2
>=100 VI Extremely High 1

Mobility/Reload time

  • The baseline of reload time, i.e. this Extremely High time is defined by the sum of Draw and Holster.

Gaz: Remember - switching to your pistol is always faster than reloading. All right Soap, come this way. Using your knife is even faster than switching to your pistol. Knife the watermelon.

Time Level Description
3.5 1 Low
3.08 2 Moderate-low
2.66 3 Moderate
2.24 4 Moderate-high
1.82 5 High
1.4 6 Extremely High

Precision/Spread

  • When it applies to pistols, multiply by 10.
  • Shotgun has a constant spread value under any circumstance.
  • When having shotguns or sniper rifles ranked, multiply their baseline by 10.

Aiming: -90%

Sniper rifles: -75%
Shotguns: 0%

Ducking: -25%

Shotguns: 0%

Standing: 0%

Walking: +100%

SMGs: 0%
Shotguns: 0%

Jumping: +400%

Shotguns: 0%

Spread Level Description
<0.025 I Extremely High
0.025~0.1 II High
0.1~0.175 III Moderate-high
0.175~0.25 IV Moderate
0.25~0.325 V Moderate-low
0.325~0.4 VI Low