Is deadeye really necessary with how quick the TTK is in this game ??
No. It was put in as a marketing ploy so that people spoke about the game. It worked.
"Guns and bombs don't kill people. Clever scientists who want to build a better method of destruction kill people - lots of them. Most of my Gears couldn't make anything more lethal than a blade or a bow. So you'll forgive me if I think it stinks that my Gears get your "baby-killer" crap and your educated colleagues get research grants. And that's before you start inventing other shit you can't control." - Victor Hoffman.
Post by corpsecreate on Nov 21, 2013 23:27:13 GMT -5
CONFIRMED: Deadeye's 1.4x damage multiplier is applied individually per pellet for shotguns. A red indicator only occurs if the 'last' pellet gets the damage bonus. As such, you may (and probably will) get a damage boost even if you don't see a red indicator.
Post by wittyscorpion on Dec 21, 2013 6:27:35 GMT -5
This post is an attempt to identify weapons for which DE helps the most.
Assumption: for non-shotty, the chance of getting DE effect is evaluated at the per bullet basis. Please let me know if this assumption is wrong.
First, let's take a closer look at the damages (head shot multipliers are ignored, all calculations rounded up):
Damage for 2HK, 1 regular bullet + 1 DE bullet: 100 / (1 + 1.4) = 42 Damage for 2HK, 2 DE bullets: 100 / (1.4 + 1.4) = 36 Damage for 3HK, 2 regular bullets + 1 DE bullet: 100 / (1 + 1 + 1.4) = 30 Damage for 3HK, 1 regular bullet + 2 DE bullets: 100 / (1 + 1.4 + 1.4) = 27 Damage for 3HK, 3 DE bullets: 100 / (1.4 + 1.4 + 1.4) = 24 Damage for 4HK, 3 regular bullets + 1 DE bullet: 100 / (1 + 1 + 1 + 1.4) = 23 Damage for 4HK, 2 regular bullets + 2 DE bullets: 100 / (1 + 1 + 1.4 + 1.4) = 21 Damage for 4HK, 1 regular bullets + 3 DE bullets: 100 / (1 + 1.4 + 1.4 + 1.4) = 20 Damage for 4HK, 4 DE bullets: 100 / (1.4 + 1.4 + 1.4 + 1.4) = 18
IMHO, the following auto weapons can benefit the most from DE
M27: max damage = 48, min damage = 32. Just with 1 DE hit, this weapon is 2HK for quite a wide range, then pretty much 3HK after;
Remington: max damage = 49, min damage = 20. Just with 1 DE hit, this weapon is 2HK for quite a wide range. DE can also help this weapon by possibly turning 5HK into 4HK at long range; AK-12: max damage = 49, min damage = 25. Just with 1 DE hit, this weapon is 2HK for quite a wide range; Honey Badger: max damage = 42, min damage = 20. Just with 1 DE hit, this weapon is 2HK for close range. DE can also help this weapon by possibly turning 5HK into 4HK at long range; ARX: max damage = 43, min damage = 17. Just with 1 DE hit, this weapon is 2HK for close range;
Vector: max damage = 45, min damage = 20. Just with 1 DE hit, this weapon is 2HK for close range. DE can also help this weapon by possibly turning 5HK into 4HK at long range; Bizon: max damage = 42, min damage = 17. Just with 1 DE hit, this weapon is 2HK for close range;
Just some basic probability: For guns that need just 1 proc to reduce BTK, P(DE procs at least once in first X bullets) = 1 - P(DE does not proc at all in first X bullets)
Here's a correction for some damage values according to the above formula that applies to a few different weapons
BTK-1 @ 10% proc
BTK-1 @ 20% proc
BTK-1 @ 30% proc
BTK-1 @ 40% proc
BTK-1 @ 50% proc
33-30 (ex. M27 min)
24-23 (ex. ChainSAW min)
49-42 (ex. Honey Badger max)
The math gets messier for when >1 procs are needed to reduce BTK. For example, the SA-805 needs 2 procs at max damge (40) to reduce BTK from 3 to 2. P(DE procs at least twice in the first X bullets) = 1 - P(DE does not proc at all in the first X bullets) - P(DE procs exactly once in the first X bullets) P(DE procs exactly once in the first X bullets) = X * P(DE procs for any given shot) * P(DE does not proc for X-1 shots)
Post by wittyscorpion on Dec 21, 2013 13:31:56 GMT -5
While Mousey is working on his super "official" spreadsheet with all the fancy math & spreadsheet magic, I am adding a bit more info from some quick calculation:
The most common scenario is to turn a 3HK into a 2HK (M27, Remington, AK, Honey Badger, ARX), this requires
1) damage >= 100 / (1 + 1.4) = 42 (damage is determined by weapon damage profile and range); 2) one of the first 2 hits is a DE hit;
10%: the odds of this happening is merely 1 - (1 - 0.1) ^2 = 19% 20%: the odds of this happening is improved to 1 - (1 - 0.2) ^2 = 36% 30%: the odds becomes favorable at 1 = (1 - 0.3) ^ 2 = 51% 40%: the odds is good at 1 = (1 - 0.4) ^ 2 = 64% 505: the odds is very good at 1 = (1 - 0.5) ^ 2 = 75%
To turn 4HK (damage <= 33) into 3HK (M27 with min damage = 32 is the best weapon for this scenario):
a) One of the first 3 hits is a DE hit: damage >= 100 / (1 + 1 + 1.4) = 30; b) Two of the first 3 hits are DE hits: damage >= 100 / (1 + 1.4 + 1.4) = 27; c) All 3 are DE hits: damage >= 100 / (1.4 + 1.4 + 1.4) = 24;
To keep things simple, say damage >= 30 so we can sum the odds of all 3 scenarios (I'll spare all the math details because probably nobody cares):
10% DE probability: 27% chance to turn 4HK to 3HK; 20%: 49% 30%: 66% 40%: 78% 50%: 88%
In a nutshell: when DE probability is at 10%, the perk is not very useful. At 20% (after you kill 1 enemy), the effects are significant, and going up dramatically from there if you can chain kills.
Cranked is an ideal playlist to roll dice on DE. 1) You get SoH / Agility / QD for free after 1 kill, so you have more perk room for DE, 2) Specialist is a very good strike package option, give you even more room for DE, and 3) chaining kills are rewarded not only on DE effects and strike chain, but also on scoring as well.
DE is also a great perk to have for KEM pursuers. You are trying to get 24 or 25 consecutive kills anyway, might as well try to take advantage of that grind by using DE.
Post by wittyscorpion on Dec 21, 2013 14:05:53 GMT -5
Let's also take a look at 5HK (damage <= 24) -> 4HK:
a) 1 of the first 4 hits is a DE hit: damage >= 100 / (1 + 1 + 1 + 1.4) = 23; b) 2 of the first 4 hits are DE hits: damage >= 100 / (1 + 1 + 1.4 + 1.4) = 21; c) 3 of the first 4 hits are DE hits: damage >= 100 / (1 + 1.4 + 1.4 + 1.4) = 20; d) all 4 are DE hits: damage >= 100 / (1.4 + 1.4 + 1.4 + 1.4) = 18;
This setup starts slow because without DE the mobility is severely limited (IED is there for a reason, get a free kill to speed up DS unlock). However, after that 1 or 2 kills momentum can be built up quickly. With just 1 DE hit Remington suddenly becomes 2HK so it's weakness for close range is removed. Once you get the kill chain rolling, the gun fights become incredibly easy.
For higher mobility, switch the positions of Focus vs. DS.
Tried Vector but I can't perform nearly as well with this weapon when comparing to MTAR, even when rolling dice with DE.
Post by wittyscorpion on Dec 23, 2013 12:27:56 GMT -5
More comments after playing with Dead Eye throughout the weekend:
1) R5 is the poster child of Dead Eye. I can actually recommend this setup (weakly for strong players, strongly for average players). As a mediocre player, I am able to get on a 10+ kill streaks with this set up (plus using Specialist to gain more perks) much more often than other weapons. 2) Seems to me Vector is not performing as I expected. With 42 max damage, close range one DE hit should have made it 2HK. But I have observed in several occasions, including a slow mo one from game ending killcam, that does not appear to be the case. 3) It is NOT a good idea to put DE in the starting line up for a M27 class. LMG has tight perk space and DE simply takes too much room. Also, reducing weapon's hits to kill is not a top priority for M27 vs. R5 / Vector, mobility is. QD / Stalker / Agility can make much bigger difference in gun performance than getting 2HK once in a while.
Little mistake there mousey, ARX also turns into a 2hk after one DE hit.
Also I understand why everybody runs towards the R5 when experimenting with DE, but the AK and honey badger are also very good contenders IMHO. If you prefer the AK w/o DE vs the R5 w/o DE, you will probably also prefer the AK with DE over R5 with DE.
Still want to try the M27 in cranked with DE, should be awesome for the bigger maps!
i have a question regarding deadeye. if you are using the 'specialist' class, and unlock deadeye, does the % chance to get a deadeye pellet / bullet start at whatever kill streak you are at, or does it start at deadeye = 0 kills?
for example: if i unlock deadeye at 8 kills (or whatever it is to unlock it first with specialist), do i start at the 50% chance to deadeye, or do i start at 16.67% chance?