TL;DR:
EM1, TTK:
core: close range: 0.95s (initial dmg 5 + 95 x 1 dmg per 0.01s) [if fired full auto]
HC: close range: 0.25s OR 0.285s (5 + 25 * 0.01s OR 0.3 x 0.95 = 0.285s, I cannot tell)
it is possible to overuse a formula for dmg calculation to have a better TTK than 0.95s.
considerations below.
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DETAILS, TESTING, OBSERVATIONS
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My tests outside firing range, map Comeback.
I cannot guarantee my software can really measure 1ms differences, when things "happen" in 1ms.
1. (semi auto)
Dbl or tripple tap: firetime of 1ms (0.001s) works, so one could say it fires at 60,000 rpm (=60/0.001), but it is not true.
It is true if you press fire button that fast, but you won't do it.
Long story short: EM1 fires every time you press the fire button (Probably: Firecap is determined by your framerate).
2. (full auto)
Firetime 12ms (0.012s), 3 shots fired in 0.025s, on "regular" basis, it is 5,000 rpm.
Assuming that we have a 5000 rpm weapon dealing 5-4-3 dmg per shot in different ranges (see Marvel4 data for ranges):
* IF it does 5dmg per shot in close range it is equivalent of a "1000 rpm gun with 25 dmg/shot" (1000 rpm 4HK equiv. range 0-1024)
* IF it does 4dmg per shot in mid range it is equivalent of a "1000 rpm gun with 20 dmg/shot" (1000 rpm 5HK equiv. range 1024-1500)
* IF it does 3dmg per shot in long range it is equivalent of a "1000 rpm gun with 15 dmg/shot" (1000 rpm 7HK equiv. range 1500+)
Of course, observation of shots is based on "counting glowing marks on the wall" (shots while moving to make counting easier).
I can count to three, but if all three rounds hit one point I cannot tell what happened.
3. semi auto vs full auto
I can fire 4 rounds in 3ms in semi auto mode.
IF full auto: I have to wait approx 36ms to fire 4 rounds.
If there is any fixed dmg related to a single shot, then I would be able boost EM1 damage per sec. x 10, using semi auto mode.
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4. The question is: what is going on with damage?
IF I fire EM1 in 4-rd bursts of 3ms, I still need 12 bursts (almost 50 hits) to kill the closest target in the firing range stand 4. (one would expect 5 bursts).
Exactly 20 single shots needed to kill that one [20 x (5 + 0 x 0.01s)].
I burst = dmg 100/12 = 8.33.
Assuming 5 dmg per 1st round, next 3 rounds deal 3.33 dmg or (1.11 dmg per 0.003s).
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5. using result No 4.
Presupposition:
EM1 deals the same dmg on consoles and PC as its damage does not depend on "RoF" (capped by framerate) or "hits", but "time of dealing dmg on target".
"5 dmg" is initial dmg dealt, when you touch your target. Then calculation is "N x 0.01s target touched x 1 dmg". (100 = 5 + 95)
1st hit deals dmg 5. Next hits deal dmg calculated using time intervals.
After a pause calculation resets and 5 dmg can be done again.
How to find this pause:
Macro that fires 20x in close range and KILLS, min delay between shots = pause that resets dmg calc.
Macro with shorter pause won't kill, as "shots" won't have dmg 5 but less.
I wrote such a macro.
20 rounds kill if fired in 50ms delays between shots.
If delay is 45ms: 20 rounds won't kill.
Not surprisingly TTK = 19 x 0.050 = 0.95s.
however ...
* 40 rounds with 17ms delays kill as well, TTK = 0.663 (39 x 0.017)
read: if delay is 17ms, then avg dmg per shot = 2.43. (=95/39)
* 30 rounds with 25ms delays kill as well, TTK = 0.725 (39 x 0.025)
read: if delay is 25ms, then avg dmg per shot = 3.28. (=95/29)
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EM1: TTK 1st target Stand 4: 0.95s if full auto (0.94s not enough)
It is 6315 dmg per 1 min, it would be equivalent of "1000 rpm with 6.3 dmg per shot".
It is a huge difference vs result in p. 2, and shows, that looking at "firetime" and "dmg per shot" is -probably- wrong.
HC: TTK: 0.285s (0.3 x 0.95s) (0r 0.25s: 5 + 25x0.01s). Hipfired EM1 should be devastating in HC, if opponent tries to ADS (0.20-0.25s), and it is in line with my observations.
(....) marvel4 (...) got results that were very consistent with the firetime of zero for both damages and firetimes.
yes, pt 4. confirms this, 1 shot can have dmg and firetime close to zero.
... as there is no "1 shot".