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
constanthere is used to amplify thebasenumber. 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 |