Weapon Data I Couldn't Find Elsewhere So I Calculated it Myself (+Weapon Feedback)


  • Preface

    This an informational post for those who are more knowledgeable than me in the ways of PvP to give constructive feedback for the development team.

    This post contains are the values for different things I tested, the methodology I used to obtain those numbers, and a few opinions of my own (which, again, may be entirely moot because I am not all that skilled with PvP).


    Bullet Velocity

    I am going to start off with the speeds at which the bullets from the Flintlock Pistol, Blunderbuss, and Eye of Reach travel. All tests were done on a Galleon which is 60 meters long*, except for the Blunderbuss due to its random bullet spread, forcing me to do it on a Sloop which is 32 meters long*.

    Using these lengths, I positioned the ships in calm water and recorded myself shooting from the very back of the ship at a keg positioned at the very front of the ship's bow at 1080p60. I then counted each individual frame that passed from the initial muzzle flash to the first hint of the hitmarker.

    As you have probably guessed, there is room for error her, as 60 FPS isn't even remotely close to millisecond-accurate, so there is a margin of error of some amount (I am not sure what because math is hard. Feel free to put it in the replies if you know) for these numbers.

    Weapon Type Bullet Velocity
    Flintlock Pistol 144 m/s
    Blunderbuss 91 m/s
    Eye of Reach 276 m/s

    "Reload" Speed

    Just like calculating bullet velocity, I used frametime to calculate the time between successive attacks with different weapons.

    I recorded myself at 1080p60 attacking with the various weapons in the game. For the Cutlass (Slash), I used the flash of the blade hitting a part of my ship as the start and stop points, whereas for the Cutlass (Combo), I used a sparking particle effect that plays when you hit an enemy as the start and stop points.

    For the Flintlock Pistol, Blunderbuss, and Eye of Reach I used the first frame a muzzle flash appeared as the start and stop points.

    Like before, this was all done at 60 FPS, which is not millisecond-accurate, so there is a margin for error of +/-0.016ms for these numbers.

    Weapon "Reload" Time**
    Cutlass (Slash) 1.150 seconds
    Cutlass (Combo) 0.616 seconds
    Flintlock Pistol 2.333 seconds
    Blunderbuss 2.716 seconds
    Eye of Reach 3.116 seconds

    Weapon DPS

    Using the known damage values of each weapon from the Sea of Thieves Wiki (https://seaofthieves.fandom.com/wiki/Sea_of_Thieves_Wiki), as well as the "reload" times of each weapon, I was able to calculate each weapon's damage output per second (DPS).

    I have rounded each value to a whole number, as I am unsure if Sea of Thieves uses integers or floating-point numbers for its health and damage calculations, and decided to play it safe and just use whole numbers.

    The Blunderbuss's damage depends on how many bullets hit, which is why it's a range, while the others are not.

    Weapon DPS
    Cutlass (Slash) 22
    Cutlass (Combo) 41
    Flintlock Pistol 24
    Blunderbuss 4-37
    Eye of Reach 23

    Personal Feedback

    While I am not that good at the game, I do want to leave some feedback of my own. I am not going to take into account hitreg, or any other issues related to networking that are difficult to solve.

    I personally feel like the Eye of Reach and Cutlass are in good places right now. They aren't oppressive, and currently seem to be the "meta" choice for people wanting to do PvP.

    That said, I feel like the Blunderbuss has just one thing holding it back: the random bullet spread. If it was a fixed pattern, I feel like it would be a far more consistent and usable alternative to the Cutlass, rather than the option used to finish people off after they took a hit from an Eye of Reach.

    Lastly, I feel like the Flintlock Pistol is in a weird spot. It's not a bad weapon by any means, but is completely overshadowed by the Eye of Reach. Unfortunately, I don't really have a good suggestion to fix it, because most changes I can think of would make it outright overpowered.

    However, I do think there is an option that a friend of mine came up with:

    • Increase the speed of its bullet to 75%-80% of the Eye of Reach (an increase of ~50%)
    • Give it a very small amount of random deviation so that at range, it is unreliable to hit, but at about 40 meters (the length of a Brigantine), it is able to hit moving targets more easily.

    * Numbers obtained from this video, which may or may not be accurate: https://www.youtube.com/watch?v=XaHT0ZLeMdU

    ** I uploaded a video of the "reload" times of each weapon as a source: https://www.youtube.com/watch?v=aaDxOv6KVYY


    EDIT: Cool so markdown tables are broken when being displayed. Ah well, all the data is still readable.

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  • A frame is 16.667 milliseconds (~0.016 seconds) at 60FPS... so that's your margin of error there.

    I don't know how accurate your numbers are but I commend the geekery in doing some Sea of Science.

  • @realstyli Thanks, I spent a while working on it. I know they aren't super accurate, and I would wager that the pistol's speed is closer to 150 m/s, while the rifle's speed is 275 m/s or 300 m/s and the blunderbuss's speed is closer to 90 m/s or 100 m/s, as they're nice "round" numbers to most people's minds (yes I know 275 is an odd number, which is why round is in quotes).

    The reload times I actually want to guess are based on the animation lengths, due to how odd the numbers are. It's also possible the game's servers run at 60 ticks per second as well, as that's the default for Unreal Engine games and they're just stored as ints (just as Minecraft stores how long food takes to eat as an int, rather than basing it off of a pre-set animation), but that much is all speculation, so I left it out of the post itself.

  • @camellias4465 said in Weapon Data I Couldn't Find Elsewhere So I Calculated it Myself (+Weapon Feedback):

    The reload times I actually want to guess are based on the animation lengths, due to how odd the numbers are.

    Out of curiosity, would a more accurate number not be derived from counting the frames between firing a shot, reloading, and firing again? Seeing as the rate of fire would impact the DPS?

    Assuming the audio always lines up exactly, it could even be done by measuring the time between the peaks on the audio track (something that's extremely easy to measure in most audio editors).

    EDIT: because I actually have means to do this relatively easily....

    Based on your video... here are the numbers using audio to measure (I actually measured the attack, not the peak, because they vary the sound, so there's potential the peaks don't hit at the same time - it's going to be approximate in any event)

    Cutlass: 1.161s (combo not measured because audio is obscured by Phantom's blunderbuss shot but last two hits are about 0.6s apart)
    Flintlock: 2.336s
    Blunderbuss: 2.707s
    EOR: 3.090s

    So actually really close to your numbers.

  • @camellias4465

    Nice job!

    I hardly ever see posts with this type of hard data because so few people have the patience to gather it.

  • @camellias4465

    Flint lock can be improved simply by cutting the reload time slightly, and or allow the user to hold 2 extra shots.

    The Blunderbuss is actually in a really good spot right now, its just a much better CQB weapon than it is anything else, you can literally 1 shot people with it, that in tandem with a blunder bomb in case they have some sort of stupid food buff basically eliminates anyone.

    The reason for the "RNG" added to the shot patterns on the weapons in SoT is specifically to combat aim botting to a degree. People still aim bot, they still hack with wall clipping the ship of the damned, and they still hack with ESP, but those are issues Rare and Unreal Engine have yet to address. UE4 is a great engine but the side effect of being so amazing is that everyone uses it, and because of that its far more "Hacked" than others.

  • @realstyli Could work, but I was more or less spam clicking, and going frame-by-frame to try and differentiate the beginning of the attack animation and the bobbing animation is a bit of a pain to do, so I just sufficed with other very clear visual cues I could use.

    I considered measuring with audio, but I'm very much not the kind of person who knows what exactly to look for. I could make it easier by just muting all other sounds in the game, but I decided this was a good enough way. It's cool to see that my numbers and yours are similar though!

  • @swimplatypus7 Giving the pistol some extra rounds and a slightly faster reload could be good. It gives it a greater sustain in a fight that no other ranged weapon has, and that's actually pretty useful and cool. I just want it, the Eye of Reach, the Blunderbuss, and the Cutlass to all have their own niches in combat.

    The Eye of Reach is obvious: long-range harassment and kill power. The Blunderbuss is also obvious: short-range kill power. The Cutlass has the niche of being a fantastic mobility and CC tool, with the drawback of being very short-ranged. The Flintlock? Right now it's really just a discount Eye of Reach, at least in my opinion. I could very well be wrong.

    Moving on to the Blunderbuss, it's easily the one that needs the least changes, but sometimes that RNG kinda messes you up on a shot that should've been a one-shot, or gives a one-shot when it shouldn't have. In pretty much every game I play, I usually advocate for fixed shotgun spreads anyways.

    As for the hacker issue, I haven't actually run into any in two years of playing. The Sea of Thieves team does a pretty good job imo at banning hackers before they ever really cause problems, but that is just my own experience. I could easily just be lucky.

  • Want to point out that in the NAL all you see is blunder sniper...

  • I hadn't thought about giving the Flintlock extra ammo as a way to improve it, but I think that's a pretty good idea.

  • @camellias4465

    Indeed, all while making them strong in their own regard.

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