Commando Archive
Thread: Ranged Profession DPS Comparison [Updated 2]
garvin wrote:
In case anyone is interested...I've been trying to collect together various in-game formulas...StGabriel kindly provided me with the following...
Speed Formula :: delay = min(1, special_mult * weapon_delay * (100 - speed) / 100))
AP Formula ::
IF AP >= AR THEN ap_factor = 1.5^(AP-AR)
ELSE ap_factor = .5^(AR-AP)
Resist Formula :: resist_factor = (100-resist)/100
Damage Formula :: total_damage = ap_factor * resist_factor * weapon_damage
Accuracy Formula :: to_hit = 66% + (accuracy - defense) / 2 + situational_modifiers
DPS Formula :: DPS = total_damage * to_hit / delay
Another Correspondent also expressed some concern that the above calculations may be misleading since they focus on the Max damage of each weapon and not the Average damage...Some weapons have a greater range between their min and max damage levels and suggested we focus on the average of the min and max instead of just the max...I thought I would just pass on what he said...I think what you've done here is GREAT!!! thanks for all the hard work!!!
And yes, when vulnerable, AP/AR isn't factored. This leads to bizarre cases where wearing no armor at all would be better than wearing armor. For example, a 20% energy versus a T-21 would be bad. Without any resist, you'd take normal damage. With 20% resist you'd take 1.95*.8 = 156% damage. This is also an indicator that these probably aren't working as intended. *sigh* But yeah, I don't have that accounted for in those formulas.
And yes, definitely you don't want to just consider max damage as different ranged weapons have wildly varying ranges. And of course this is also a big problem for damage mitigation which (hopefully) we may see being removed from PvP. This'd be a good thing for many as the effects of mitigation are just so arbitrary. Mitigation is another thing I don't have accounted for in that formula (as well as toughness).
RazerWolf wrote:
That is wrong. Wrong wrong wrong. AP1 or above -does- do additional damage vs AR0, however all shots vs Vulnerable count as AP0 vs AR0. Trust me, there's no possible other way for me to get 10k hits with my T21.
Edit: They may have broken this in the past publish however, I've only been PVPing so I haven't noticed. I did just shoot a butterfly with AR0/10% Energy and did 90% of the damage according to Combat Spam.
Message Edited by RazerWolf on 07-23-2004 03:07 AM
Message Edited by SuperTurbo on 07-22-2004 11:04 PM
Vulnerability:
Vulnerability denotes Damage Types in which the armor offers no protection whatsoever. The bone gloves have quite a few of these: Kinetic, Blast, Stun, Heat, Cold, and Acid. Whenever the armor is hit by one of these Damage Types the damage done by the weapon is neither increased nor decreased. It is as if a weapon with an Armor Piercing value of None is used against a target with an Armor Rating of None. Unarmored Player Characters are considered 'vulnerable' to all damage types.
So, AP1,2, or 3 vs AR0, has no advantage.
SuperTurbo wrote:
Razorwolf,
This is posted on the Armor guide off the main swg page:
Vulnerability:
Vulnerability denotes Damage Types in which the armor offers no protection whatsoever. The bone gloves have quite a few of these: Kinetic, Blast, Stun, Heat, Cold, and Acid. Whenever the armor is hit by one of these Damage Types the damage done by the weapon is neither increased nor decreased. It is as if a weapon with an Armor Piercing value of None is used against a target with an Armor Rating of None. Unarmored Player Characters are considered 'vulnerable' to all damage types.
So, AP1,2, or 3 vs AR0, has no advantage.
AR0 and vulnerable are not necessarily the same thing...
if a critter has an armor rating of none and a resistance of 10% to energy they are AR0 to energy (then minus the 10%) and the higher AP matters
if the same critter is vulnerable to acid then the higher AP has no effect
So oddly it is often worse to have a slight protection to a damage type than being vulnerable... which really seems broken to me.
There are entries for a "stock" Master Pistoleer/Rifleman/Carbineer, and for one who has hit the speed cap via SEAs/Dabbling. All weapons are of the caliber found from an average to good weaponsmith on Starsider (In some cases, I have found much better.)
Note the obscene DPS of the Speed Capped MRM with the damage sliced T21.
Also note the Elite Carbine and DX2 pistol outperforming the Laser and Republic on targets with high Ranged Mitigation.
The PVP Composite "used" is a set of unsliced 40/80/65 Stun/Elec/Base as found on any good AS vendor.