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Description

Frame rate (also known as frame frequency) is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS), and is also expressed in progressive scan monitors as hertz (Hz).

Source: Frame rate (FPS)


Computing

Frame rate is also a term used in real-time computing. In a fashion somewhat comparable to the moving-picture definition presented above, a real-time frame is the time it takes to complete a full round of the system's processing tasks. If the frame rate of a real-time system is 60 hertz, the system reevaluates all necessary inputs and updates the necessary outputs 60 times per second under all circumstances.

Source: Frame rate (FPS)


Breakpoints

Frame rate is a very important subject in Ace Online, specially for the Standard weapon systems.

Your reattack time compared to your personal FPS will determine your shots / second, altho it may seem different in calculations, decimals that will show in calculations are not considered by your computer and are simply dropped, thus Breakpoints.

***Breakpoints only apply to those that have 60 FPS, when your FPS is lower, this would not meet the standardized 60 FPS that is used in the formula***

***This means the amount frames needed each shot is rounded UP,no exceptions***

Wrong:
// Total Reattack time per second:
BaseReattack * (100 - ReattackStat) = ReattackRate

// True amount of shots per second:
1 / ReattackRate = ShotsPerSecond

-----------------

Right:
// Total Reattack time per second:
BaseReattack * (100 - ReattackStat) = ReattackRate

// Amount of frames for every shot animated:
BaseReattack * (100 - ReattackStat) * 60 / SiegeFactor = FramesPerShot
// or:
ReattackRate * 60 / SiegeFactor = FramesPerShot

// True amount of shots per second:
60 / FramesPerShot = ShotsPerSecond


General

It is very uncommon that people use Breakpoints as reference when making weapons, as it is a very odd subject.

Breakpoints are often inaccurate due to unstable Frame rates and are therefore fairly unspoken of.

Exempli Gratia

// e.g. Breakpoint -45% Reattack BigSmash
// -44% Reattack
// Total Reattack time per second:
0.45 * ((100 - 44) / 100) = 0.252

// +0 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 44) / 100) * 60 / 1 = 15.12 = 16
// or:
0.252 * 60 / 1 = 15.12 = 16

// True amount of shots per second:
60 / 16 = 3.75

--------

// +1 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 44) / 100) * 60 / 2 = 7.56 = 8
// or:
0.252 * 60 / 2 = 7.56 = 8

// True amount of shots per second:
60 / 8 = 7.5

--------

// +2 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 44) / 100) * 60 / 3 = 5.04 = 6
// or:
0.252 * 60 / 3 = 5.04 = 6

// True amount of shots per second:
60 / 6 = 10

-----------------

// -45% Reattack
// Total Reattack time per second:
0.45 * ((100 - 45) / 100) = 0.2475

// +0 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 45) / 100) * 60 / 1 = 14.85 = 15
// or:
0.2475 * 60 / 1 = 14.85 = 15

// True amount of shots per second:
60 / 15 = 4

--------

// +1 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 45) / 100) * 60 / 2 = 7.43 = 8
// or:
0.2475 * 60 / 2 = 7.43 = 8

// True amount of shots per second:
60 / 8 = 7.5

--------

// +2 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 45) / 100) * 60 / 3 = 4.95 = 5
// or:
0.2475 * 60 / 3 = 4.95 = 5

// True amount of shots per second:
60 / 5 = 12


// e.g. Breakpoint -56% Reattack BigSmash
// -55% Reattack
// Total Reattack time per second:
0.45 * ((100 - 55) / 100) = 0.2025

// +0 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 55) / 100) * 60 / 1 = 12.15 = 13
// or:
0.2025 * 60 / 1 = 12.15 = 13

// True amount of shots per second:
60 / 13 = 4.6

--------

// +1 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 55) / 100) * 60 / 1 = 6.075 = 7
// or:
0.2025 * 60 / 1 = 6.075 = 7

// True amount of shots per second:
60 / 7 = 8.57

--------

// +2 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 55) / 100) * 60 / 1 = 4.05 = 5
// or:
0.2025 * 60 / 1 = 4.05 = 5

// True amount of shots per second:
60 / 5 = 12

-----------------

// -56% Reattack
// Total Reattack time per second:
0.45 * ((100 - 56) / 100) = 0.198

// +0 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 56) / 100) * 60 / 1 = 11.88 = 12
// or:
0.198 * 60 / 1 = 11.88 = 12

// True amount of shots per second:
60 / 12 = 5

--------

// +1 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 56) / 100) * 60 / 1 = 5.94 = 6
// or:
0.198 * 60 / 1 = 5.94 = 6

// True amount of shots per second:
60 / 6 = 10

--------

// +2 Siege
// Amount of frames for every shot animated:
0.45 * ((100 - 56) / 100) * 60 / 1 = 3.96 = 4
// or:
0.198 * 60 / 1 = 3.96 = 4

// True amount of shots per second:
60 / 4 = 15
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