Carbineer Archive
Thread: Good website?
TAfirehawk wrote:
Where is the link to THE spreadsheet?????
You gotta push that......
Sonofa! ![]()
I can't believe I forgot THE spreadsheet. You can grab it HERE. It's VERY usefull in determining and comparing DPS values for all of your weapons (yeah, I'm biased, so shoot me!)
TAfirehawk wrote:
/bonk EisMan
What would you do without me?
Easy, first off, I'd have to do all that gruesome work of actually WRITING out all those formulas in the spread sheet (did I ever tell you how happy I was when I found yours? I was going to make one anyways, and stumbled upon yours, making my job MUCH easier lol).
Secondly, I'd think Scatter Shot 2 did 3X damage on 6 of my carbines since I forgot to fix those numbers. ![]()
P.S. As for jfang's gripe about all the spacing under TA's post, JUST DELETE THEM!
What is DPS? I figured it outon the first table of the speadsheet, but the second table?
All that number crunching goes on in real time in the game, so now you know why the servers like to take a crap when major PvP encounters occur. Its a great system, on paper, but its a cast iron b*tch to run at full power.
TAfirehawk wrote:
DPS is Damage Per Second.....
Calculated by adding Min + Max and then dividing by 2 for Average Damage. Then you divide by speed in seconds to get DPS. You can have DPS of a weapon and DPS that is different in different people's hands because each person's Skill Mod of Speed can be different.
That may sound complicated and it really isn't, but the identical weapon can have a different DPS from user to user and from target to target once resistances and armor are figured into the equation.
Rorenikibi wrote:
All that number crunching goes on in real time in the game, so now you know why the servers like to take a crap when major PvP encounters occur. Its a great system, on paper, but its a cast iron b*tch to run at full power.
jfang wrote:
Rorenikibi wrote:
All that number crunching goes on in real time in the game, so now you know why the servers like to take a crap when major PvP encounters occur. Its a great system, on paper, but its a cast iron b*tch to run at full power.
That's not a fair statement to make. I'm guessing that the actual damage calculations are easy to make, given it is all basic multiplication, division, subtraction,and addition. I would guess that it's the positions of people, status of people (armor, gun, current HAM, etc.), and the transmission of this information to client machines which is what causes the major slowdowns in the system, not the raw battle calculations.