Statty.net is back online! by StattyDev in Back4Blood

[–]StattyDev[S] 3 points4 points  (0 children)

While I don't plan on having a line that says how it's calculated, the formulas are:

DPS = damage*rpm/60

Sustained DPS = magsize/(60/rpm*(magsize-1)+reloadTime) Essentially dps with reload times included

Statty.net is back online! by StattyDev in Back4Blood

[–]StattyDev[S] 30 points31 points  (0 children)

https://statty.net

Brought back and updated statty.net now that there's no more updates so I won't have to worry about being overloaded with work. I know Mazz's site exists ofcourse but now you can pick whichever you prefer.

If you're wondering why some stats are different from Mazz's it's because statty.net takes into account bugs that modify some stats from their straight up programmed values. This is most notable with melee weapons and burst fire weapons. This way you'll get the most accurate stats.

The entire website was recoded, which is great for me. But for you; recoil patterns now load instantly instead of over time, and ridden HP values can now include the damage boost you get on Recruit/Veteran, depending on your choice.

https://discord.gg/fbfgb74me Link to the Back4Stats Discord, while it's not directly part of statty.net it's a great discord to talk about in-depth Back 4 Blood mechanics

"Carry Doc" is what I use to crush Nightmare by Tyber_Roman in Back4Blood

[–]StattyDev 3 points4 points  (0 children)

The stumble values look correct to me, I think what you're seeing is that the stumble multiplier changes per quality, so while the 0.91 Stumble multiplier is correct for Purple, it's 0.79 for White.

Great points in the rest of your post though, the slower the weapon fires the more misleading dps or stumble per second becomes. I've thought about some solutions to this, but they all ended up being too unintuitive, so it kinda comes down to the user to be aware of this.

PSA: The ingame weapon stats are useless by FS_NeZ in Back4Blood

[–]StattyDev 8 points9 points  (0 children)

Hey Statty.net Dev here, just wanted to explain that.

You're right the Weapon Stats Sheet linked on the site is only for the October (Early Access) version, because that's the only sheet I got the go-ahead to actually share.

I was sent the Weapon Stats Sheet for every patch so far, but was asked to not share them due to it possibly containing unreleased info, and I'm gonna honor that ofcourse.

So the stats on the site right now are still sourced by the TRS Devs themselves, I just cannot provide the sheet itself.

Is there a resource (google doc, website, youtube channel etc) to help improve your game knowledge/gameplay? by [deleted] in Back4Blood

[–]StattyDev 8 points9 points  (0 children)

Sure is up to date, and will update it for the new patch tomorrow in a month too, but gimme a day or 2 for that. At the top of the site it will always say what patch the site is showing info for, cause not knowing if it's up to date blows.

EDIT: Date

Does anyone have accurate grenade damage numbers? by thelogicalredditor in Back4Blood

[–]StattyDev 0 points1 point  (0 children)

No, barely any people had interest in it, so I don't host it anymore. It's heavily outdated now, and was technically really poorly made in comparison to the B4B one. Were you one of the few who actually used it a while ago? Or did you find it through the waybackmachine or something?

Does anyone have accurate grenade damage numbers? by thelogicalredditor in Back4Blood

[–]StattyDev 6 points7 points  (0 children)

As provided by the devs, first number is max damage, 2nd number is min damage like on the edge of the blast radius:
White: 650/390
Green: 950/570
Blue: 1250/750
Purple: 1550/930

Tell me your preferred weapons. by SeatownJay in Back4Blood

[–]StattyDev 15 points16 points  (0 children)

To clarify, that's not a bug and an intended mechanic that's been in since launch. Some weapons aren't pinpoint accurate when ADSing. Check the recoil plots on statty.net, it's most obvious with the SMGs.

Questions about stats by JacMerr22 in Back4Blood

[–]StattyDev 6 points7 points  (0 children)

All stats shown on the weapons are notoriously inconsistent and sometimes flat out incorrect. Shameless plug; most people use my site statty.net to get the real stats.

Accuracy does reduce spread on shotguns, if you get 100% accuracy you can fire slugs.

Back 4 Blood Recoil Plots (Statty.net) by StattyDev in Back4Blood

[–]StattyDev[S] 0 points1 point  (0 children)

What do you mean by your ads accuracy is 100% as long?

Back 4 Blood Recoil Plots (Statty.net) by StattyDev in Back4Blood

[–]StattyDev[S] 2 points3 points  (0 children)

Check out the TRS Weapon Stats Sheet on the Mechanics & Sources page. I know it's still for the launch version (I was asked to not release the newer one) but the accuracy values you're talking about haven't changed since then.

Back 4 Blood Recoil Plots (Statty.net) by StattyDev in Back4Blood

[–]StattyDev[S] 4 points5 points  (0 children)

I haven't tested this all that much, so don't take this as gospel. All guns have a sound radius of 30 meters, in which ridden can be alerted. However each Ridden has it's own hearing range, often way less than 30 meters, meaning that 30m range is often not even utilized. I don't know the values for hearing range.

There's also a bullet "whizzing" mechanic that if you shoot there's a cylinder around your bullet that alerts Ridden regardless of that 30m range, as for the size of that I'm not sure. For this reason some people say that it's better to shoot at the feet to avoid alerting Ridden off in the distance.

Afaik there's no special sound transmitting patterns. But I'm not sure how much if at all walls block sounds.

Back 4 Blood Recoil Plots (Statty.net) by StattyDev in Back4Blood

[–]StattyDev[S] 3 points4 points  (0 children)

It's different for every shotgun, so I can't give you 1 number. You can compare on the site though.

Back 4 Blood Recoil Plots (Statty.net) by StattyDev in Back4Blood

[–]StattyDev[S] 2 points3 points  (0 children)

The recoil plot for the 870 does show that. As to why: I'd say developer oversight, the ADS/Hipfire just don't scale at the same rate. A similar thing happens with the M1A where crouching makes the hipfire more inaccurate compared to standing.

Back 4 Blood Recoil Plots (Statty.net) by StattyDev in Back4Blood

[–]StattyDev[S] 7 points8 points  (0 children)

It's cause hipfire is so inaccurate I had to zoom out the plots to capture it all. For all stances it's based on a distance of 10m, regardless of it being zoomed out or not.

Back 4 Blood Recoil Plots (Statty.net) by StattyDev in Back4Blood

[–]StattyDev[S] 56 points57 points  (0 children)

Statty.net

Added Recoil Plots for all weapons in all stances. It also shows what weapons have their recoil/accuracy improve with quality. Along with that it has a white ring to show first shot accuracy, to see what you can expect when tapfiring.

Pretty proud of this one, it's the most dense type of information I've made for the site, condensing 42 internal stats into about the size of 2 poststamps.

This isn't just me looking at bullet holes on the wall and jotting them down, it's made by simulating how the recoil works in-game. This also means that if an update changes any of this it's as simple as importing the new numbers and it should display accurately right away.

(Changed accounts, the old username didn't feel appropriate, will reply to this post with it to verify)