Killing Floor 2

Killing Floor 2

26 ratings
Weapon stats spreadsheet [v1.096]
By Bravo
A spreadsheet, which is supposed to cover all of the most important measurable weapon characteristics and derivatives of said characteristics, with the guide that is supposed to provide explanation on how to use the aforementioned spreadsheet.
   
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How to use
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Copy to your google docs or download to desktop from here[docs.google.com]
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archive for v1.090[docs.google.com]
archive for v1.081[docs.google.com]
archive for v1.075[docs.google.com]
archive for v1.072[docs.google.com]
archive for v1.068[docs.google.com]
First you must understand what you are supposed to look at:
  1. Table (page) you are currently on;
  2. Target weapons name and table;
  3. Target perks talents module;
  4. Secondary stat modifiers;
  5. Target column and affiliated values;
  6. Loadout module.
 
 
When all of that is located you need to know what values you want to manually change:
  1. Everything that is intended for user input is in bold;
  2. Any input value is accepted into any field and, for the most part, excel won’t give you an error message for any unintended input, thus obviously you must input a numerical data within an intended range of values (for example you probably should input current perk level between 0 and 25) to get desired realistic result, and if you don’t understand what something does – you probably shouldn’t touch it, yet. Logic type fields function through parsing 0s (False) and 1s (True). Rackemup (bool talent, int headshot_n) and buy prices for 9mms and t1 weapons (int buy price, bool belonging_to_t1/9mm) are exceptions to the rule and transmit several values within a singular field;
  3. Sorting works by clicking an arrow near the columns name and picking the appropriate type of sort;
  4. Combo weapons, dualies and weapons with significantly different firemodes - have separate entries. Dual pistol or a firemode selection excludes respective counterpart entry for loadout comparisons, while combo weapons - don't;
  5. To insert a weapon into the loadout module first you click a desired weapons row number so it would highlight the whole line, you copy and then paste the row into an empty slot, and that’s about it. To empty an occupied slot you highlight the occupied row and press delete.
Field descriptions
Main table
Field name
Description
Name
Name of the weapon;
Table
Shortened name of the table from which the row originates from;
XPerk (Crossperk)
Info column about what particular perk tables the gun is supposed to be featured in;
DMG1
Current damage;
DMG2
Potential damage (headshot damage, leg/arm damage, rackemup bonus) where appropriate;
RealRoF (Real rate of fire)
Real rate of fire that is calculated via combining the delay between the shots and the time it takes to reload a single bullet;
RealDPM (Real damage per minute)
Real damage per minute for dmg1 and dmg2;
DPSpare (Damage per spare)
DMG1 multiplied by total ammo amount;
KPAP (Kills per ammo penetration)
Rough estimation of total kills calculated by multiplication of total ammo by a modified penetration value;
DPMag (Damage per magazine)
DMG2 multiplied by the magazine size;
DPt (Damage per t)
Damage per t, equals to RPt multiplied by DMG2;
RPt (Rounds per t)
Rounds per t, calculates rounds shot in the TTK timeframe, doesn’t take reloading time into account unless every shot requires a reload;
DPM (Damage per minute)
DMG1 and DMG2 multiplied by RoF;
Mag (Magazine)
Modified mag size;
PPMag (Price per magazine)
Modified mag price;
PPBRatio (Price per bullet ratio)
Price per bullet ratio, when PPBRat is unmodified (=1) shows the actual price of a bullet;
PPBx (Price per box)
Money equivalent for ammo gained from a box pickup;
SupPrice (Support price)
Money equivalent for ammo gained from support interaction;
PuR (Pickup rate)
Pickup rate modifier for ammo gained per box;
SupMag (Support magazines)
Pickup rate modifier for ammo gained per support interaction;
Bx2Weight eff (Box to weight effectiveness)
PPBx divided by the weight of the weapon;
Sup2Weight eff (Support to weight effectiveness)
SupPrice divided by the weight of the weapon;
ReltPBF (Reload time per bullet full)
Reload time per bullet for the full reload time;
ReltPBC (Reload time per bullet cut)
Reload time per bullet for the cut reload time;
RelF (Reload full)
Current modified magazine full reload time;
RelC (Reload cut)
Current modified magazine cut reload time;
Time saved by cutting reload short;
Dmg, other dmg, weight
Placeholders for tier upgrade modifications in the actual tables;
TotAmmo (Total ammo)
Modified mag size + modified spare ammo amount;
Penetration
Collateral potential derived from modified penetration value limited by realisticly possible penetrations/explosion kills.

Original values
Field name
Description
Buy price
Gun price, divided by 2 if it’s a combo weapon;
RelF, RelC, ERelF, ERelC (Elite reload/Reload full/cut)
Reload times and time saved;
RoF (Rate of fire)
Unmodified rate of fire;
Mag, PPMag (Magazine, Price per magazine)
Mag size and cost;
DMG
Singular pellet, bullet, shell, primary burst (for weapons that can’t expend less than some arbitrary amount of ammo) damage;
Other dmg
Explosion and splash damage;
Pellets
Self-explanatory;
TotalAmmo
Amount of available spare shots;
InitMag (Initial amount of magazines)
Mag amount a weapon starts with;
Weight
Weight of a weapon, divided by 2 if it’s a combo weapon;
Penetration
Penetration value or explosion radius;
DartRoF (Dart rate of fire)
Self explanatory;
DartMod (Dart charge modifier)
Dart charge cost;
tCharge (Time to charge)
Dart ammo full charge time;
DMGmod
Dmg mod values for each tier;
Weight
Weight increase for each tier;
ModPrice
Cost of an upgrade;
MedMod
Med charge mod for each tier.

Coefficient module
Field name
Description
Evc RetR
Eviscerator sawblade retrieval rate;
Xbow RetRate
Crossbow bolt retrieval rate;
Zed PRes
Target Zed penetration resist;
Zed hp
Target Zed HP;
Penetration Zed limit
Limit on how many zeds weapon can penetrate;
Explosion zed limit
Limit on how many zeds weapon can kill via explosion;
Zeds per 100 units
ZED density;
PPBRat
Value that helps understand how cheap one round is over the other;
TTK
Time to kill value used to calculate RPt.

Loadout module
Field name
Description
Times upg
Times a weapon is upgraded(can input anything that is in the range of 0-9, a smart field);
Picked up?
Were t1 weapons picked up/spawned with or bought from the store.

Perk module
Field name
Description
Level
Perk level;
Perkname_x
Is the perk picked or not;
Rackemup_1,x
Rack em up picked as a perk and you currently have x headshots (is not a smart field, input 0-5, on 5 dmg2 calculation will be faulty).
Reloading time tables
[Under construction...]
Value change interpretation formulas
When interpreting try not to assume an exact equivalency, for example dmg+ is roughly equivalent to potential mag+, spare+ and penetration+, but dmg increase of 10% != potential mag size increase by exactly 10%.
“” - event/status;
“”± - value change;
+ - increase;
- – decrease;
(“”) - potential change;
“Bold” – point of interest;
“Underlined” - value that can be affected by user via leveling or particular talent selection;
// - comment;

x+=y+, z-;
x-=y-, z+;
a=x+, z+=y+, z-, z+.

Main values.
Initmag+=(economy+); // more mags weapon starts with – more mags you can potentially gain from supports;
KPAP+=economy+; // more kills you can make with a weapon – more money you can get via kills;
PuR+=economy+;
Spare+=KPAP+;
Penetration+=(Spare+);
RoF+=DPM+;
Reload-=RoF+, Survivability+; // faster reload – more bullets shot per minute;
Mag+=(reload-), PuR+, economy+, Survivability-; // bigger mags – smaller reload time for each individual bullet and you gain more ammo per box and support interactions;
dmg+=(mag+, spare+, economy-), (penetration+); // more dmg – less bullets expanded to kill an enemy;
weight+=(economy-);
Explosionrad+=(Penetration+);

Weapon change.
Tier+=dmg+, DRoF+, Explosionrad+, (weight+), economy-; // tier upgrades have explosion and dart recharge modifiers;
Gun+=KPAP+, Mag+, Reload+, weight+, economy-;
Dualies=RoF+, mag+, Reload+, initmag-, PuR-, (spare-), weight+, economy-; // upgrade to dualies decreases your initial mag count, to be exact you get a single mag less, you get less ammo from increased ammo pouches and on top of that your box pickup rate doesn’t increase;

Unimplemented.
Switch-=DRoF+;
Recoil-=(RoF+);
Others resupply pack+=economy+;
hp+=Survivability+;
Survivalist/SWAT armor+=hp+, economy-;
Armor+= Survivability+, economy-;
Incapacitation+=(Survivability+);
Survivability+=Death-;
Death=economy-;
garbage weaponry=(inability to kill sc), inability to kill fp;
inability to kill sc/inability to kill fp=Survivability-.
Planned features, Sources, etc.
Planned fixes and features for the guide and spreadsheet
First I need to fix some inaccuracies and wrong data in the spreadsheet. The ones I know or feel need checking out are:
Elite reload for AR-15 and reload counter update for Rail gun.
DBB and akimbo reload times.
DoT calculated a bit incorrectly and inconsistent for fire based weapons, and not calculated at all for toxic damage with medic.
Not sure about how damage is calculated for sharpshooter.
Not sure about how 7 pellet limit works.
Gunslinger and commando should get a bonus to the total DRoF for having an ability that increases their weapon switching speed.
Damage modifier for tier upgrade is applied in the wrong order, thus having wrong rounding result (margin of error is around several ~0-5 points of damage).

Some questions need to be answered:
9mm damage for Commando and SWAT is inaccurate and requires proper testing. What bonuses it gets from and how are they applied in the calculation?
Where rounding differences come from, are they weapon specific or perk specific?

Tasks and features planned:
Explain color coding.
I plan to implement a feature that could automatically grade weapons and loadouts. It already exist in the raw version of the spreadsheet, but I don’t want to publish it before I polish the spreadsheet itself to perfection and then figure out how to grade and compare things properly, since different weapon stats and derivatives progress from the worst to the best value differently and affect things from weapon to weapon unequally.
Reload cancelling viability integration.
FP SC weapon viability table for all tx upgrades.
Berserker table, nah.
Comprehensive weapon/loadout guide. (currently being worked on) Complete!
Survivalist guide.
In-depth non-survivalist non-berserker perks guide.

Sources
KF2 wiki[wiki.tripwireinteractive.com]
KF2 stats spreadsheet[docs.google.com]
KF2 reload values[docs.google.com]
https://steamcommunity.com/sharedfiles/filedetails/?id=430466813

Afterword
This guide, or it would be better to say, this spreadsheet will be the base source for all of my statements that I will make in the future guides that I currently have in mind. While it is obviously imperfect I am forcing myself to release it now, because otherwise, I fear, I would get stuck in the development hell, when people require this instrument right now. It took a ton of time to compose and probably will take even more to produce and perfect everything else that I have in mind, thus every productive bit of support would be appreciated.
23 Comments
Bravo  [author] Mar 8, 2020 @ 12:44pm 
RealDPM=RealRoF*DMG
RealRoF=60/(ReltPBC+60/RoF)
ReltPBC=RelC/Mag
|nl@nd Uni0n Mar 8, 2020 @ 9:40am 
А где в тексте дпс учитывая перезарядку?
Bravo  [author] Mar 8, 2020 @ 9:22am 
Всё до текущей беты (и даже больше) находится в линке
"Copy to your google docs or download to desktop from here"
обведённом стрелочками.

Остальное (обновление молота, дробовика, добавление лука и рескина M16M203) после дождичка в четверг. Там туфта не принципиальная, ради которой запиливать и заливать отдельную версию - гемор.
|nl@nd Uni0n Mar 8, 2020 @ 9:17am 
Нужно добавить новое оружие. Мосинка же, глок 18. Вот недавно бета апдейта вышла. Вышел лук на Снайпера и пуха на Поджига
Bravo  [author] Mar 8, 2020 @ 9:14am 
I don't think I understand exactly what needs to be updated. Please elaborate. If you struggle with english - существуют альтернативы.

Current version of the game and the guide is 1.090, beta version is 1.091 (my spreadsheet updates usually lag behind by 3 to 9 versions since it's made for utilitarian purposes and is serviceable within that marjin). HRG Nailgun is featured in the current iteration of the spreadsheet.
However my loadout guide is updated within weeks after non-beta updates drop.
|nl@nd Uni0n Mar 8, 2020 @ 6:37am 
Update guide? Cause НRG Nailgun
Bravo  [author] Dec 26, 2019 @ 7:18pm 
Updated to v1.090.
Bravo  [author] Aug 24, 2019 @ 3:22am 
Almost forgot, implemented charge level calculation for Husk Cannon and Killerwatt.
Bravo  [author] Aug 24, 2019 @ 3:08am 
Updated to v1.081, added OHKO/Decap/OHSKO table (however do note, that OHSKO part only represents values with no on-perk damage modifiers, since the required complexity of representation of the results affected by those is beyond the scope of the simplistic interface currently implemented).
Angel May 21, 2019 @ 10:20am 
Honestly I don't do guides often... Especially not in action style games like this. I tend to experiment and find what works for me. I.E. playing Firebug with maxed Flamethrower and a Dragons Breath shotgun to take out Scrakes and Fleshpounds.
I know folks like to advocate the Helios Rifle saying it does so much damage and can kill Scrakes and Fleshpounds easy... but it has the issue of not utilizing a good number of Firebug perks. It doesn't have splash and it doesn't light the area on fire etc. And it requires so much ammo to kill things, which becomes a problem in say... Scrake wave on Endless.
Rather just kite while setting blue fire all over to slow and do increased damage + damage over time.

I will utilize wikis to get my info right though, when I can!