Thread:Bloodhit111/@comment-46361783-20200720054831/@comment-46361783-20200720130713

RPM = (1000 / ((Burst Length - 1)* fire_auto_fire_ms + fire_refire_ms)) * 60 * Burst Length The issue with that formula is that it does not take into account burst delay. It fits a regular burst weapon, but for delayed bursting weapons delay seems to be applied in addition to refire time, so overall fire rate has to account for it.

Because the repeatable motif of the Yumi leading to 5 bullets being fired is "User command -> 250ms delay -> (5 burst length - 1)*60ms burst refire time -> 250ms refire time", the formula I've been using is the following:

RPM = (60,000 * 5) / ( (burst_length - 1)  * fire_auto_fire_ms + fire_refire_ms + fire_delay )

(which is just the formula above with adding the fire delay to the base refire time)

Which gives the value of 405 RPM.

Indeed the in game measurement can have issues due to the engine limitations itself. However, capped at stable 60fps the measurement on this video does fall within a very small margin of the value given by the above formula. And it is nonetheless matching the time it actually took for the 30 bullets to leave my magazine since the first input command.