I will occasionally update this first post as more information becomes available.
I will also do my best to answer any questions on the data or our methods. As always, if what you see here doesn't ring true to you please double-check it. I'd much rather things be questioned and proven wrong than to just blindly cling to false information.
First a few reference links:
For Cons:
Tammuz' Mechanics thread (May His Maths be upon us)
Bun-Bun's Laboratory (not all info there will necessarily be transferred here especially if it was collected by Cons only, plus I'm known to make pretty charts there)
For Bots:
Iacon Index - Link to Maths provided by AZ
(Obviously I can't link to any kind of mechanics or tactical threads you have in Iacon but maybe Wingz &/or Burn can add some links in this space...)
(Or people can suggests them like AZ did)
Brawling
The TAG crew has determined that the formula put forth by Tammuz many years ago is still basically sound but some of the variables have been tweaked.
For those not in the know on the old formula:
Tammuz wrote:% Damage = [(RANDOM[minD~maxD)+(Str*1.3)] x [1+(Str x 0.1)] x [1.5-(End x 0.1)] x [1 - ((Tonnes * AC)/100)]
For those REALLY not in the know: "Str" refers to the Attackers Strength, "End" is the Defenders Endurance, "AC" is the Armor Coefficient that each armor is assigned (We are currently working on those numbers)
Brawling's minD is 1, It's maxD is 7. for all intended purposes use a constant of 3.5
What has changed:
[TAG] Team wrote:% Damage = [(RANDOM[minD~maxD)+(STR*1.35)] x [1+(STR/10)] x [1.5-(END/10)] x [1 - ((Tons * AC)/100)]*
*see note in ARMOR section
Brawling's minD is 0, It's maxD is 5.1.
Because of the way the game generates random numbers and then rounds them your raw, pre-modified damage is likely to be a non-integer but you will never actually do 0 damage.
Armor
*Due to the nature of how damage is calculated these values may not be 100% correct but they are close enough as to not really matter)*
Solving for the Armors ACs is still an ongoing process but as we become confident in our results I will update this list:
Alunimum - 1.2[ongoing]
Iron - 1.4
Steel - 2
Ceramic - [ongoing]
Carbon Fiber -
Duranium -
U238 -
Vanadium-Steel -
Crystalline -
Vacuum-Metalized -
Nucleon Tempered Steel -
Trithilium Steel -
Neutronium -
Nucleon Tempered Titanium -
Magnetic -
Cybertronic Alloy -
Dutronium - [ongoing]
Electrum -
Cybertronian Composite - [ongoing]
Hardend Energon - 8.6
Cybertitanium - 8.6
Nano-Regenerative - 8.9
3/27/20 - Last round of testing did not go as hoped & shut down prematurely as detailed here.
As I said before in the donations thread: Armor is expensive especially when multiple resets are sometimes required. Please consider following the link at the beginning of this post to find out how you can help.
Weapons
Ever wonder what those terms like "Light" or "Devastating" really means?
For many years we've known the ranges associated with those words but we didn't know the exact values in those ranges for each weapon.
Now we're working to get that information.
Hopefully before the next event we will have all the Basic (0/0) Weapons solved.
This will be updated as information is verified:
(these values fit into Tammuz' existing Weapon Damage formula which is different than the Brawling formula)
Basic
Fireworks Launcher - 13-17
Gun - 5-13, 0 Sec recharge
Hand-Mounted Laser - 3-15, 0 Sec recharge
Metallikato Strike - 1-17, 0 Sec recharge
Null-Ray Rifle - 7-11, 0 Sec recharge
Rifle - 8-10, 6 Sec recharge
Slingshot - 1-17, 0 Sec recharge
Sword - 3-15, 0 Sec recharge
X-Ray Laser - 9 (yes, just 9.... always 9), 0 Sec recharge
X-Ray Laser Cannon - 1-10, 0 Sec recharge
X-Ray Laser Pistol - 5 (just 5...yeah), 0 Sec recharge
Firepower Only
1 Firepower
Acid Rays - 7-13, 12 Sec recharge
Crossbow - 4-16, 0 Sec recharge
Cyclone Gun - 4-9 (ugh), 60 Sec recharge (double-ugh)
Disrupter - 9-11, 6 Sec recharge
Dual-Sonic Disrupter Gun - 6-14, 0 Sec recharge
Heat-Seeking Laser Blaster - 8-12, 12 Sec recharge
Laser Cannon - 1-19, 0 Sec recharge
Laser Pistol - 4-16, 0 Sec recharge
2 Firepower
Automatic Machine Gun - 8-14, 0 Sec recharge
Dol-Laser Rifle - 10-12, 0 Sec recharge
Double-Barreled Plasma Shell Shotgun - 5-17, 0 Sec recharge
Semi-Automatic Rifle - 10-12, 0 Sec recharge
Turret-Mounted Gun - 4-18, 12 Sec recharge
XS2 Ionised Null-Ray - 17-22, 0 Sec recharge
3 Firepower
Adhesion Rifle - 11-13, 0 Sec recharge
Brawn Blaster - 8-16, 0 Sec recharge
Dirge Gun - 7-17, 0 Sec recharge
Electric Cannon - 2-22, 0 Sec recharge
4 Firepower
High-Impact Laser Blaster - 7-19, 0 Sec recharge
Photon Pistol - 10-16, 0 Sec recharge
Razor-Tipped Wing Sword - 11-15, 6 Sec recharge
Rocket Launcher - 1-25, 24 Sec recharge
5 Firepower
20 Megavolt Stun Rifle - 13-15, 0 Sec recharge
Electron Blaster - 5-23, ? Sec recharge
Electron Gun - 11-17, 0 Sec recharge
Electron-Pulse Gun -8-20 , 0 Sec recharge
Photon-Displacer Gun - 12-16, 12 Sec recharge
6 Firepower
Concussion Blaster Gun - 12-18, 0 Sec recharge
Ionic Displacer Rifle - 14-16, 0 Sec recharge
7 Firepower
Maceration Laser - 8-24, 0 Sec recharge
Plasma Sphere Shooter - 8-24 , 6 Sec recharge
8 Firepower
Hellfire SHotgun - 12-40, 12 Sec recharge
Megaton Battle Sword - 8-26, 0 Sec recharge
9 Firepower
Molecular Canceller Nega-Gun - 12-24, 6 Sec recharge
Sonic Rifle - 17-19, 0 Sec recharge
Skill Only
1 Skill
Astro Blaster - 1-5 (just.... awful), 24 Sec recharge
Centigrade Flame-Thrower - 2-18
Fire Stone Sling - 5-15, 0 Sec recharge
Mace - 4-16, 0 Sec recharge
2 Skill
Armor Axe - 7-15, 6 Sec recharge
Lightsaber - 9-25, 0 Sec recharge
Sonic Sword - 6-16, 0 Sec recharge
Vibro Axe - 7-15, 0 Sec recharge
3 Skill
Diffraction Sword - 6-18, 0 Sec recharge
Metal-Slashing Claw - 10-14, 0 Sec recharge
4 Skill
Retractable Mecha-Fangs - 10-16, 0 Sec recharge
Thermal Sword - 11-15, 0 Sec recharge
5 Skill
Electron Scimitar Sword - 12-16, 0 Sec recharge
8 Skill
Dual-Bladed Lightsaber - 14-48, 0 Sec recharge
Firepower/Skill
1/1
Lightning Rifle - 10-12, 12 Sec recharge
Plasma Blaster - 6-16, 6 Sec recharge
Poisonous Paralyzer Fluid - 2-20, 0 Sec recharge
Shatterblasters - 15-20, 0 Sec recharge
Sawed-Off CO2 Shotgun - 7-15, 6 Sec recharge
1/2
Underwater And Surface-To-Air Cannon - 1-23, 12 Sec recharge
1/3
Shotgun Taser - 7-19, 6 Sec recharge
2/1
Dual Air-To-Air Missile Launcher - 9-15, 24 Sec recharge
Electronic Pulse Stinger - 3-21, 0 Sec recharge
Elemental Powers – 9-15, 6 Sec recharge
Infrared Cannon – 1-23, 18 Sec recharge
Sniper Rifle – 12 (just 12), 0 Sec recharge
2/6
Twin Swords - 15-19, 0 Sec recharge
3/1
Energon Crossbow – 10-16, 6 Sec recharge
Glass Gas Gun – 9-17, 6 Sec recharge
High-Energy Laser Rifle - 12-14, 18 Sec recharge
3/2
Battle Blade – 1-27, 0 Sec recharge
Blue Bolt – 8-20, 18 Sec recharge
Direct-Current Electrical Laser - 2-26, 12 Sec recharge
4/1
Twin Mortar Cannons - 3-25, 0 Sec recharge
4/2
Concealed Liquid Hydrogen Incendiary Emitters – 10-30 , 0 Sec recharge
Fusion-Powered Photon Rifle - 14-16, 18 Sec recharge
5/1
Double Venom Laser - 10-20, 0 Sec recharge
Gatling Cannon – 1-29, 0 Sec recharge
Laser Rifle – 14-16, 6 Sec recharge
Sub-Machine Gun – 11-19, 0 Sec recharge
6/2
Black Magic – 16-18, 6 Sec recharge
Concussion Blaster-Gun – 10-40, 0 Sec recharge
Concussion Cannon - 1-33, 12 Sec recharge
7/1
Atomic Fire Breath - 25, 6 Sec recharge
7/2
Drohung-Tipped Vermittlung - 20-40, 0 Sec recharge
7/7
Proton-Pack Rifle – 5-29 (ugh), 12 Sec recharge
8/2
Energo-Sword – 1-37
Laser-Blazer Broadsword – 11-27, 0 Sec recharge
9/1
Sonic-Stun Gun – 15-23, 12 Sec recharge
9/2
Extinguisher Rifle - 21-23, 12 Sec recharge
9/3
Neptune Sword - 15-33, 0 Sec recharge
9/4
Acid Rainmaker - 25-27, 6 Sec recharge
Particle Beam Cannon - 1-51, 6 Sec recharge
10/2
Laser-Guided Sword – 23-25, 0 Sec recharge
Photon Laser - 4-44, 12 Sec recharge
10/3
Gatling Gun - 23-29, 0 Sec recharge
10/7
Rocket-Propelled Mortar Shells - 1-61 (blah), 12 Sec recharge
10/10
Fusion Cannon – 30-71, 6 Sec recharge
Magnus Hammer – 30-71, 6 Sec recharge
Gamma Ray Blaster - 30-71, 6 recharge
Dreadnaught Missile - 61-75, 30 Sec recharge nerfed to 30-71, 6 recharge