This website has quite a few features! There is an interactive map, damage calculator, it keeps track of what domains are open for the day, ascension planner, and an achievement tracker.
I've been using this site for my ascension planner and achievement tracker. It's just a useful website!
Cyberpunk 2020 combat is complex. When you go full automatic, every bullet that hits the target needs its damage to be calculated.
To make this easier for my campaign, I made a quick and dirty Automatic Fire Damage Calculator. This calculator is for rolling the damage for rounds that have hit the target. You must first determine how many rounds are hitting the target, and you cannot specify where the rounds hit (as per automatic fire rules).
This calculator accounts for standard or AP rounds. It takes full or partial cover into consideration (partial meaning only the legs are protected). It also uses the New Armor Rules from the second edition book.
The only thing it doesn’t take into consideration is cyberlimbs. However, all damage is listed per location in the resulting output, so you can interpret the final results as needed for your characters.
Instructions for how to use the calculator is in the readme. Enjoy!
EDIT: this worksheet is in the process of being majorly overhauled, and upcoming damage changes (Damage 2.5) will further affect it. This worksheet is not being updated currently, and once Damage 2.5 is implemented it will be obsolete. The new damage calculator will be posted when it is finished.
I made a damage calculator that simulates your weapon damaging an enemy of a given level. Similar sites like warframe-builder.com and dpsframe.com will calculate your DPS, but in Warframe, DPS is somewhat meaningless without context. This spreadsheet provides the context in the form of a single enemy, at whatever level you choose, so you can see how your gun will fare against sortie-level Grineer, or the corrupted in a long round at Mot, or just Venus-level Corpus. It will also reduce your weapon to a single stat, but in this case it's the (hopefully) more useful "time-to-kill" rather than the potentially esoteric "DPS". If you think you’d find such a document helpful, I've posted the link below. It's made for the latest version of MS Excel. It's a work in progress, as it's very limited in its scope. Let me know if you have any feedback!
Read FAQ before using – it explains the limitations present.
What does this spreadsheet do?
This spreadsheet seeks to represent on paper the scenario of killing an enemy with a weapon. Similar sites like warframe-builder.com and dpsframe.com will calculate your DPS, but in Warframe, DPS is somewhat meaningless without context. This spreadsheet provides the context in the form of a single enemy, at whatever level you choose, so you can see how your gun will fare against sortie-level Grineer, or the corrupted in a long round at Mot, or just Venus-level Corpus. It will also reduce your weapon to a single stat, but in this case it's the (hopefully) more useful "time-to-kill" rather than the potentially esoteric "DPS".
Oh, cool. How do I use it?
Pretty simple. Just fill out all the green cells. Don't type in any cell that isn't green. In the first part, you'll choose an enemy and its level (the max level you can choose is 1000). In the second part, you'll fill out your weapon stats. Fill out the damage as listed in the in-game arsenal, after all your mods have been added. If you're using a site like warframe-builder to get your damage numbers, make sure that it isn't counting the critical hits (but the multishot box should be checked). The first tab, "Damage Calculator", has everything you need. For a little more behind-the-scenes as to how everything is calculated, you can go to the "Calculations" tab, but don't go making any changes. The "Health Classes" tab is where information on enemies, health, shields, and armour is stored. You shouldn't really mess with this tab.
What are the limitations of this spreadsheet?
A LOT. Warframe is really complicated[citation needed]. This spreadsheet doesn't work for shotguns, melee weapons, continuous-fire weapons, or burst-fire weapons, because of the additional complexities those weapons possess. I'm working on adding functionality for shotguns and burst-fire, but melee weapons are a whole other system, and – I'm going to be honest – I don't really know how continuous-fire weapons work.
The spreadsheet also doesn't do a great job of taking status effects into account. It does show how many procs of each damage type are expected, but it doesn't show their effects. Slash, heat, toxin, gas, viral, corrosive, and magnetic status effects are all going to affect how quickly you kill an enemy, but this spreadsheet doesn't show that. So don't be surprised if you kill enemies WAY quicker than it says you will.
You are limited to the small list of enemies already programmed in. This is addressed more below.
Lastly, the spreadsheet is inherently limited by the scope of its design. Rarely in Warframe will you encounter a single enemy by itself and be able to kill it in a modifier-free circumstance. A non-comprehensive list of mechanics in Warframe that can affect your damage may include: headshots, weak points from Banshee Sonar or Helios Detect Vulnerability, orange crits, red crits, enhanced shielding sorties, enhanced armour sorties, physical/elemental resistance sorties, Ancient Healer buffs, Shield Osprey buffs, Swarm-Mutalist Moa buffs, environmental hazards, accuracy penalties, AoE damage, extinguished dragon keys, warframe abilities that buff damage or attack speed such as Rhino Roar or Octavia Amp, warframe abilities that strip armour or shields from enemies such as Trinity Abating Link or Mag Polarise, warframe abilities that deal damage like Oberon Smite or Ember Fireball, warframe abilities that affect susceptibility to crit or status like Frost Avalanche or Atlas Petrify, warframe passive abilities like Excalibur or Mesa, bonuses from scoping in on sniper rifles, damage falloff due to distance, auras like Pistol Amp or Steel Charge, mods that increase damage in complicated ways like Bladed Rounds or Condition Overload (well, you can't use melee weapons so that's moot), or literally just ducking behind cover.
This spreadsheet is no substitute for spawning an enemy in the Simulacrum and testing your weapon out yourself, and THAT is no substitute for carrying your weapon into a live mission and testing it out with all those things previously listed going on around you. Ideally, this spreadsheet will just make your life a little easier by doing as much of the work as possible without actually going into the game.
Less frequently-asked questions
I don't see a "Multishot" stat in my in-game arsenal.
That's because there isn't one. You have to look at the mods you've installed and calculate it based on the mod values. The multishot mods are Split Chamber, Barrel Diffusion, Lethal Torrent, and Dual Rounds (technically also Hell's Chamber and Scattered Justice, but shotguns aren't supported yet). If you have any of those mods installed (and you should!), then take their listed multishot values and enter it into the spreadsheet. For pistols, remember to add the 120% and 60% from both mods for the final 180%.
Why doesn't the damage you calculated per bullet line up with my damage numbers in the Simulacrum (or in-game)?
Because they aren't meant to. They don't take into account all those things I mentioned earlier like warframe abilities. Even in a modifier-free environment, they won't line up because they've got the multishot and critical hits baked in (which are represented in-game as entirely separate events). So you'll never see that actual number in-game, but it represents on average what happens each time you pull the trigger. If you want to see the actual, listed damage per bullet, you can go to the "Calculations" tab, which lays out all the damage calculations for you, including the listed damage each bullet will actually do.
Okay, so why doesn't THAT number line up with the Simulacrum?
Yeah, you got me there. In my testing, I've found that the calculated damage numbers differ from actual in-game damage numbers by a very small amount (1-3 points of damage). I think it's due to rounding error, but I'm not absolutely sure. I'll keep looking into it, but I don't really think it matters. It's an error of like, half a percent, and usually doesn't amount to even a single extra bullet.
But my damage number is off by way more than one or two points of damage.
Then you either filled out the sheet wrong or maybe you stumbled onto one of the spreadsheet's limitations. If you really think it's a problem with the spreadsheet, let me know, with as much detail as possible. But check and make sure you didn't accidentally give your gun a 50000% crit chance.
Why don't all the status procs add up to the total number?
Rounding.
I want to test more enemies than just the ones listed.
Well, you can add more enemies yourself in the "Health Classes" tab by filling out all their base qualities, taken either from the wiki or the in-game codex. But then you also have to expand the defined range "names" to include your new enemy so it'll appear in the drop-down menu, and all that requires unlocking the sheet in the first place, so if you really want a new enemy and you're not absolutely sure how to do so without breaking the functionality, let me know and I'll add it in myself. Keep in mind some enemies are inherently weird with how they respond to damage, like Ancient Healers (healing themselves and damage mitigation) and Swarm-Mutalist Moas (giving massive armour buffs).
Any other questions you can just ask me. Have fun!
Quick update done to include BB / SBB / UBB ATK% Buff skills, some Extra Skills and %s as requested by users on the chatroom. Stats conversion coming soon. Check them out - Global DMG Calculator / Japan DMG Calculator.