ROF Calculator
RFHGs#
Rifles have low base ROF, so RFHGs tend to include plenty of ROF buffs.
Doll 1 | Doll 2 | |
---|---|---|
Base ROF (w/ equipment) | ||
Tiles (%) | ||
Individual skills (%) | ||
Global skill 1 (%) | ||
Global skill 2 (%) | ||
Global skill 3 (%) | ||
ROF Cap |
Condition | Doll 1 | Doll 2 |
---|---|---|
Base ROF | ? | ? |
In-skill ROF | ? | ? |
Warning: while excess ROF is colored red, this is largely to help separate it and to match the now-defunct Brainlets sim's display style. Do not try and "optimize" this away. It does not inherently hurt performance. You should only be concerned if you're going significantly over the ROF cap (something like 116+15).
ARSMGs#
The above calculator works with ARSMGs, but perhaps more interesting to them are frame differences between sight options and how close they get to the ROF cap with chips. You can use this calculator for overall DPS optimization, or the following one for a quick look at the frames you'll end up on.
Base ROF (no equipment) | ROF tiles (%) | ROF skill (%) | ROF Cap |
---|---|---|---|
Basic ROF | VFL+#2 Chip | EOT+#2 Chip | ITI+#2 Chip | VFL+Focus Chip | |
---|---|---|---|---|---|
Pre-skill | ? | ? | ? | ? | ? |
In-skill | ? | ? | ? | ? | ? |
See this spreadsheet for a precomputed table.
MGSGs#
MG and SG ROF works a bit differently. MGs fire at a fixed rate (which varies by doll - see "MG ROF subsection here) - typically equivalent to 150 ROF, or 10 frames per attack. Their ROF stat influences their reload speed, as described here. It is not worth buffing MG ROF.
SGs typically take 2.16s (65f) to reload, plus 0.5s (15f) times their base magazine capacity - see tests here. It is sometimes stated to be 1.5s+0.5s/bullet, but this is not the case. Some SGs have skills that alter this. Mag bonuses from equipment, like chokes, do not modify reload speed. SG ROF acts like normal, but is capped at 60.
About ROF#
The ROF stat governs how quickly your dolls attack. It's calculated as
$$ \text{Final ROF} = \mathrm{min}(\left\lfloor (\text{Base ROF}+\text{Equipment}) \cdot \text{Sum of tiles} \cdot \text{Product of skills} \cdot \text{Talent} \right\rfloor,120) $$which is converted into a frame delay (1 frame = 1/30th of a second) by:
$$ \text{Frame delay} = \left\lfloor \frac{1500}{\text{Final ROF}} \right\rfloor $$Interestingly, while 120 ROF is the stated cap, 116 is actually the effective cap - ROF values of 116+ all map on to the same frame, and are thus equivalent.
Attacks per second is \( \frac{30 \text{frames/s}}{x~\text{frames/attack}} \), or
$$ \text{Attacks/sec} = \frac{30}{\left\lfloor \frac{1500}{\text{Final ROF}} \right\rfloor} $$Notation: \( \lfloor x \rfloor \) is the floor of \( x \) (round down). \(\mathrm{min}(a,b) \) returns the smaller number between \( a \) and \( b \). Skills activating/ending cause the entire stat to be recalculated - for example, M4A1's cannon ROF debuff is multiplied with HG buffs regardless of when they're applied. Her ROF is not capped at 120 and then reduced to 30% of that.
For a precomputed table of ROF values and some corresponding dolls, this sheet may be helpful. Note that it's quite old at this point, and is missing many newer dolls and chip considerations.
Disclaimer#
This game sometimes cannot math properly, so I cannot guarantee these results will always be correct. These equations will work almost all the time, but sometimes for no reason you may end up with an off-by-one error.
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(the talent)