From the data, it looks like "fireDelay" is the delay between rounds, and "reloadTime" is the time to reload once all rounds are fired, yes?
So total fire time of a clip would be: ( fireDelay * min( 0, rounds - 1 ) ) + reloadTime ?
For weapons without clips, the delay between firing appears to be just "fireDelay".
As a (very) rough first approximation of damage per clip (ignoring armour types): ( damage + ( incenDamage * incenTime ) ) * rounds
But since I have no idea how damage is calculated and applied in the engine, I'm probably well off on that one...
Thanks in advance for answering my constant questions - I'm sure I'll have plenty more before I'm through

