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B.o.T. Simulator 2.0.1
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by BoT Stats Team
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1. Idea and functionality of the Simulator
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The Simulator is meant to provide help for players to figure out the weapon and titan setups which fit best to their playstyle. It allows to simulate specific setups for weapons and titans and displays weapon setups in a comparison table.
It was originally setup when the random store was changed to a direct access to upgrades and upgrades remained permanent after installation (removal destroyed the upgrades). Therefore it was necessary to know what to build in advance. With the introduction of engineering premium the simulator has become less important but might still be useful.
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2. How to use it
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Technically you just have to fill the yellow fields on the Weaponsimulator (sheet weapon_sim), the Weapon-setup-comparison-table (sheet weapons_setup), the Titansimulator (sheet titan_sim) or the SIMC (see explanation below) to have the Simulator calculate the corresponding stats for you.
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You might need a google spreadsheets app to use the Simulator properly one your mobile device. Making a copy for yourself in google spreadsheets or downloading it as Excel-file on your computer are also options to make handling easier.
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Be aware that there is not a single value that tells which setups are best. The optimal setup is always dependant on your personal playstyle. So to find your personal best setup observe carefully which situation you end up in during battle and how often. Maybe you prefer hit-and-run-tactics? So you don't care about high reload times but want to deliver a lot of damage in short time. Maybe you like to go out in the open running straight onto the enemy like a berserk? What is best then?
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Simulator-Code (SIMC): The SIMC provides the possibility to use short codes to quickly load titan builds in the simulator and is meant for an comfortable exchange od build-ideas between players. If you are interested to get codes contact the Stats Team (Andre Manoch), so we can put the data into the simulator accordingly. Notice: Since the simulator is a fanmade project, this is a little bit restricted to bigger interest groups. This means codes are supposed to be given to clans, streamers etc. (Well, asking is free ofc.)
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3. Explanation of terms and numbers (weapons setups)
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First you need to know the two reload mechanisms in BoT, which are important concepts since they determine which values are relevant for evaluating weapon setups.
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A) normal reload: after firing the whole clip, the reloading starts (e.g. Mangler, Hammer). You can start firing again, when the magazine is fully reloaded.
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B) ongoing reload / reload while firing: As soon as a round is missing in the magazine, the reloading starts with a fixed speed till the magazine is fully reloaded. So in principle, if your reload speed is higher than your firing speed (rpm) you can keep firing without pause as long as you like.
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reload mechanismvalueformula
remark/explanation
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normaltime fire(rpm/60)*ammoHow much time in seconds does it take to fire all ammo in magazine, taking into account the alternation between the actual shot fired and the pause between two shots. There is always one shot per magazine "without pause" since firing starts immediately with the first shot and reload starts immediately after the last shot. Example with three shots in the magazine: shot-pause-shot-pause-shot-reload = 3 shots, 2 (=3-1) pauses.
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time reloadreload
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time cycletime fire + time reload
How much time in seconds does it take to fire all ammo in magazine and reload a new magazine
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dmg cycledmg*ammo
How much damage can be done in a full Time Cycle
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dpscdmg cycle/time cycle
How much damage is done per second over a time cycle
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shots in 60 seconds***see remark***[Number of full cycles in 60 seconds]*ammo + shots fired according to the time fire in the remaining seconds
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ongoingdps normaldmg*(rpm/60)
Damage per second while you still have shots in the magazine.
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dps emptydmg*(ammo/time reload)Damage per second while you have no shots in the magazine and can only fire as fast as shots are reloaded
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time till empty(ammo-1)/((ammo/time reload)-(rpm/60))How many seconds to cycle through all ammunition and reach an empty magazine (this includes reloading as you fire) taking into account the alternation between the actual shot fired and the pause between two shots (therefore ammo-1 in the formula).
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dmg till empty
(((rpm/60)*time till empty)+1)*dmg
How much damage will you do till you cycled through all ammunition and reached an empty magazine (this includes reloading as you fire)
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time to reload one shot
reload time/ammo
time to reload one shot
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dpsc((dps normal*time till empty)+(dps empty*(reload time - time till empty)))/reload time***theoretical formula to compare weapon setups with a single number taking into account all base stats***
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shots in 60 secondstime till empty*(rpm/60)+1+(60-time till empty)*(ammo/reload time)
How many shots will you fire if firing continuously for one minute starting with full magazine
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4. Explanation of terms and numbers (titan setups)
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The values displayed are the same as in the game though they might be named slightly different. There are three additional values added to evaluate the effect of resistances:
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valueformula
remark/explanation
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*** tower hp vs. AP
(tower hp / (100-% resistance))*100
How much damage your tower can take if only shot at with AP-weapons
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*** tower hp vs. HE
(tower hp / (100-% resistance))*100
How much damage your tower can take if only shot at with HE-weapons
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*** avg. hp
(tower hp vs. AP + tower hp vs. HE)/2
Average of above values
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