### Post by gus on Mar 27, 2011 18:12:36 GMT -5

Let's assume 100% accuracy as far as aiming goes (eg the reticle follows the enemies perfectly), and let's only worry about the DMR for now.

So, we all know that the DMR's bloom is a circle. When you fire a shot, the radius of this circle will increase by a certain amount. After this, the radius will drop over time until it resets to its original position. You might naturally think that the absolute best way to get the most damage per second out of the DMR is to wait until you have a 100% chance of hitting your opponent before pulling the trigger; however, this may not be the case.

If you think about it, when the radius of a circle is large, and that radius is decreased incrementally, the radius of the circle will decrease at a high rate at first, and when the circle gets smaller, it will begin to drop at a lower and lower rate.

For example, let's say we have a circle with radius 5. According to the formula for area of a circle, pi*r^2, our radius would be 25pi. Now, let's drop the radius by 1, so our new area would be 16pi. That's a reduction of 9pi. Once more -- let's make the radius 3. That gives us a new radius of 7pi, less than the previous reduction of 9pi.

Do you see what I'm getting at here? Assuming the radius decreases linearly over time (it doesn't speed up as the radius gets smaller and smaller), waiting until there is a 100% chance to hit might not be the right option.

What this relies on, though, is the rate at which the radius of the bloom on the DMR decreases. If it decreases at a slow enough rate relative to the radius, we could get some interesting results.

So, data/information we have to take into account: DMR bloom decrease rate, DMR bloom at rest (in pixels), DMR bloom increase per shot (in pixels) (the radius does not expand to max after the first shot, but only after the first shot or 2), distance of opponent, size of bullet, and finally where we are aiming on the opponent and the contour of their head/body.

I guess we could get started by finding some of that information. Anyone have it handy?

So, we all know that the DMR's bloom is a circle. When you fire a shot, the radius of this circle will increase by a certain amount. After this, the radius will drop over time until it resets to its original position. You might naturally think that the absolute best way to get the most damage per second out of the DMR is to wait until you have a 100% chance of hitting your opponent before pulling the trigger; however, this may not be the case.

If you think about it, when the radius of a circle is large, and that radius is decreased incrementally, the radius of the circle will decrease at a high rate at first, and when the circle gets smaller, it will begin to drop at a lower and lower rate.

For example, let's say we have a circle with radius 5. According to the formula for area of a circle, pi*r^2, our radius would be 25pi. Now, let's drop the radius by 1, so our new area would be 16pi. That's a reduction of 9pi. Once more -- let's make the radius 3. That gives us a new radius of 7pi, less than the previous reduction of 9pi.

Do you see what I'm getting at here? Assuming the radius decreases linearly over time (it doesn't speed up as the radius gets smaller and smaller), waiting until there is a 100% chance to hit might not be the right option.

What this relies on, though, is the rate at which the radius of the bloom on the DMR decreases. If it decreases at a slow enough rate relative to the radius, we could get some interesting results.

So, data/information we have to take into account: DMR bloom decrease rate, DMR bloom at rest (in pixels), DMR bloom increase per shot (in pixels) (the radius does not expand to max after the first shot, but only after the first shot or 2), distance of opponent, size of bullet, and finally where we are aiming on the opponent and the contour of their head/body.

I guess we could get started by finding some of that information. Anyone have it handy?