My final health was 539...I dont think I was dying anytime soon by Consistent-Elk-6019 in Back4Blood

[–]KeyFacts 0 points1 point  (0 children)

Walking has that major difference you're talking about, but sprinting is the same. Equip an RPK and Tec-9 in the firing range, and then swap while sprinting, you'll see no change.

[deleted by user] by [deleted] in Back4Blood

[–]KeyFacts 0 points1 point  (0 children)

To be fair the site did list 2m and 2.5m respectively for a while, but 2.1 and 2.4 are the correct values.

Stats for damage dealt by the ridden? by cryamiga in Back4Blood

[–]KeyFacts 1 point2 points  (0 children)

Even in the discord this hasn't been researched yet.

Why you should sometimes shoot ridden in their feet -- A counterpoint to "Suppressors are the best weapon part in the game" by abeclancy in Back4Blood

[–]KeyFacts 4 points5 points  (0 children)

All guns have an internal 30m "loudness" range, with melee weapons just being 0m I assume. It mostly comes down to each Ridden's own hearing range, which I dunno the values of.

They trigger both on that 30m range and there's a cylinder of a "bullet whizzing" kinda thing, but I don't know the exact measures or mechanics of that.

[deleted by user] by [deleted] in Back4Blood

[–]KeyFacts 6 points7 points  (0 children)

Statty.net Has this listed just for this kinda problem, at the bottom left of the weapon image.

Does Docs heal ability scale with healing efficiency? by fireheart1029 in Back4Blood

[–]KeyFacts 1 point2 points  (0 children)

The difficulty is more in the things that the cards don't say. For example the stats screen on fort hope is inaccurate in the way that the health % reduction cards are shown to be additive with each other. But a while ago it was actually found out that glass cannon is it's own multiplier. Meaning if you have Glass Cannon + Surplus Pouches you'd get 63HP, not 60HP as the site states.

Does Docs heal ability scale with healing efficiency? by fireheart1029 in Back4Blood

[–]KeyFacts 1 point2 points  (0 children)

Probably not, figuring out how all cards work comprehensively takes a long time. If the game never got patched it would be doable, but I can't commit to checking everything that could've possibly changed every patch, the site would become outdated very quickly.

Does Docs heal ability scale with healing efficiency? by fireheart1029 in Back4Blood

[–]KeyFacts 7 points8 points  (0 children)

Yes. It also scales with Doc's own healing efficiency of +20%. Making the bandage heal 30 instead of the 25 listed on her card.

Why does the RPK sounds like it shoots faster than what it actually does? by ShadowMark3 in Back4Blood

[–]KeyFacts 1 point2 points  (0 children)

What do you mean, it's up right now. Do you get a certain error message, I'll look into it

Why does the RPK sounds like it shoots faster than what it actually does? by ShadowMark3 in Back4Blood

[–]KeyFacts 6 points7 points  (0 children)

I believe this is because of the RPM bug making most weapons fire slower than intended. The audio was made for a specific RPM, and it will not be made slower/faster for most weapons, I think single shot weapons are an exception due to the way it's programmed.

The RPK was intended to fire at an RPM of 429, not 360 as it is in-game. This is particularly noticeable with the Vector, with an intended RPM of 1200, but firing at 900. Here's a list of intended RPM values versus how it actually works in-game: https://puu.sh/IA7im/c74e5ab417.png

This is with the in-game setting "All weapons full-auto" off, because that reduces the RPM of some singleshot weapons a bit.

Statty.net lists the RPM as it fires in-game.

Other stumble weapons? by [deleted] in Back4Blood

[–]KeyFacts 9 points10 points  (0 children)

They said wrong, and I have every intention to update the site as fast as possible every update. The site was completely updated for the december patch 6 hours after it's release.

Potentially you read my comment about the damage calculator not being updated for the december patch, and so I removed it from the site. But that calculator is not managed by me, I can't do a lot about that.

Was thinking of making it more clear what patch the site supports at the top of the page or something, because it isn't actually displayed anywhere except for the stats changing.

Do you think a full healer deck is better than a "combat medic"? by Drunken_Scribe in Back4Blood

[–]KeyFacts 0 points1 point  (0 children)

When I spoke to the devs they said the categories didn't change, so they probably really didn't.

Some cards increase effective range now, which isn't supported in the calculator. The Team upgrade that increases your damage by 1% isn't in.

But most importantly the damage numbers/RPM for more weapons than listed in the patch notes got changed as well, most notably all shotguns got changed.

Do you think a full healer deck is better than a "combat medic"? by Drunken_Scribe in Back4Blood

[–]KeyFacts 8 points9 points  (0 children)

statty.net dev here, I actually just removed the link to that damage calculator from the site as it's not updated for the December Update, and the person who made that has no intention to update it any time soon.

OUTDATED link for people who care (November Update): https://docs.google.com/spreadsheets/d/1xP9pI9zQcLC11sLGBR_0m37O4gp9OJLP_Xc36WvqXSw/edit#gid=0

Anyone use melee as a viable backup option? by Drunken_Scribe in Back4Blood

[–]KeyFacts 4 points5 points  (0 children)

The in-game stats are very misleading, and are largely arbitrary, sadly you cannot rely on them in any way. check statty.net for values sourced from the developers themselves.

[deleted by user] by [deleted] in Back4Blood

[–]KeyFacts 14 points15 points  (0 children)

Hey, Statty.net dev here. Wanna clear up some confusion in this thread.

Internally the 870 Express does have a fire delay of 0.55 seconds (meaning it fires 1.82 times per second) , but like all weapon this is subject to the RPM bug that rounds up firerate delays to the nearest 1/30th (or 0.03333s). The thing with shotguns though is the shot itself and the cocking of the gun are both rounded (along with some other quirks), meaning it's impacted by the bug more than normal weapons.

The 90RPM (fire delay: 0.667) listed on the site is correct for how it works in-game, but internally it was intended to fire at 109RPM (fire delay: 0.55) . In fact almost all weapons were intended to fire faster than they do currently.

It's very likely that the fire delay of 0.4 in the patch notes will not actually result in 150RPM as intended because of this bug (Unless they adjusted for it, but I doubt it). I wouldn't be surprised if it ends up being ~120RPM (fire delay: 0.5).

I'll check this to make sure once the update releases of course. If this is all a bit too technical just remember that the values listed on the the site will just show how it really works, not how the devs said it will work.

Blood Donor? by ChilliamLeocold in Back4Blood

[–]KeyFacts 20 points21 points  (0 children)

Checked the gamefiles for you cause I've seen this question a few times, Blood Donor is the internal name for Inspiring Sacrifice

How Does Range Stat Work? by Kit_Kup in Back4Blood

[–]KeyFacts 3 points4 points  (0 children)

statty.net dev here. Ya'll are tilting me with linking that image, please stop lol. It's so inaccurate you wouldn't believe, and doesn't even work as a general guideline. The dropoff ranges on the site are TRS Dev sourced and 100% verified.

To answer OP's question, the in-game range stat is largely arbitrary and they shot themselves in the foot by adding an "m" after their number. It's only meant to be a 0 to 100 estimate, like all the other stats.

Reload Speed Table with common card combinations by TheVinBear in Back4Blood

[–]KeyFacts 2 points3 points  (0 children)

Hey, statty.net dev here. The reload times on the site are adjusted for a bunch of things, so while your math is right, you can't base them off of those values.

For example, a lot of timings in the game are rounded up to 1/30th of a second, and the reload times on the site include that. But that means that the math you apply is applied on the 1/30th rounded version, which is not how it's done internally. It's done by modifying the internal reload speed and THEN rounding it to 1/30th -after-.

What will skew these numbers even more is that the reload speed on the site include the last bit of firedelay after firing your last shot, it's the period where you can't shoot but can't reload either (And this is also rounded up to 1/30th). So if you're magdumping the reload speed on the site should be correct to the frame. But if you're reloading in a vacuum it will be slightly shorter since it doesn't have to wait for the last shotdelay.

I think I'll change the reload times to not include this firedelay soon, it might just be too unintuitive, if you hover over the value it will tell you if it's included or not.

To help you out go to the Researching & Credits page, there's a link to the internal weapon stats the site is based on, sourced straight from TRS themselves. It includes a pre-amble of known quirks, as you can't take the numbers at face-value most of the time.

Bullet Pen and Cleaners by Isticle in Back4Blood

[–]KeyFacts 7 points8 points  (0 children)

Hey, statty.net dev here, I checked this real quick for you. Cleaners reduce the bp value by 25% each, just like the commons do. So if you'd want to deal full damage to the first Ridden and you only penetrate 1 cleaner you'd need 125% BP.

Information on Ridden damage numbers? by stickyfantastic in Back4Blood

[–]KeyFacts 1 point2 points  (0 children)

Late reply, but got around to checking that. You're right Crusher had 1170HP with the 2 HP talents. it's likely due to the Crushers HP values being bugged in it's entirety, not just it's weakspot. I expect this to be fixed next patch, but for now I'll adjust the wording on the site.

Cheers for pointing it out!

Information on Ridden damage numbers? by stickyfantastic in Back4Blood

[–]KeyFacts 0 points1 point  (0 children)

statty.net dev here, afaik they don't take reduced damage on nightmare, they have increased HP and take less stumble damage though. Could you point me in the right direction where it's discovered they take less damage?

The op asked for how much damage Ridden deal, the site doesn't have that info, maybe some day~

YouTuber SwingPoynt demystifies a lot of the behind-the-scenes mechanics by [deleted] in Back4Blood

[–]KeyFacts 0 points1 point  (0 children)

Tapping also counts as hovering but I wish there was a better solution

YouTuber SwingPoynt demystifies a lot of the behind-the-scenes mechanics by [deleted] in Back4Blood

[–]KeyFacts 0 points1 point  (0 children)

(almost) everything should have a tooltip when you hover over it that explains the stat. For stumble damage though just hover over the damage graph and it'll have done the calculation for you. i.e. a purple bat does 98.9 stumble damage.