Pistoleer Archive

Thread: Calculating DPS

Xymor
Mon Aug 25, 2003 10:24 pm
#1

What is the formula, anyone?



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BarneyIX
Tue Aug 26, 2003 2:27 am
#2

Wow SmugglerFlux,


That was pretty informative I am really impressed.


I have stickied this thread so I can do some calculations of my own


Thanks for the Info.



BarneyIX BH

Xymor
Tue Aug 26, 2003 7:07 am
#3

That's very good info. I wish someone made a web page that calculates DPS =p



=----------= |------- Xymor -------| =----------=
Xymor
Tue Aug 26, 2003 7:49 am
#4

Another question - how can we know if DX2's AP1 is in effect by doing calculations? I hear so many conflicting reports on that...



=----------= |------- Xymor -------| =----------=
YetiIronfist
Tue Aug 26, 2003 8:37 am
#5

Xymor - Look at the damage reported in your Combat chat window (raw damage) vs the number that floats above your target's head (real damage done). From this you'll be able to see if AR / AP / Resistance are affecting the damage you're doing. However, if you don't have sufficient scout abilities to do a /examine and see the critter's AR and resistance, you won't be able to tell what should be happening and see if there's a problem.
SmugglerFlux
Tue Aug 26, 2003 9:14 am
#6






Xymor wrote:
Another question - how can we know if DX2's AP1 is in effect by doing calculations? I hear so many conflicting reports on that...





Yeah my analysis madea fewassumptions.


1) Armor Piercing is working. On my DX2 it is not, so if you absolutely needed current DPS until they fix it, you should never use an AF from the table higher than 1.0. AP works on mobs with equal or higher AR, but seems to cap at 1.0 on most (but not all) mobs with AR 0. At least for me.


2) You are using default auto-attacks. Specials will slow down your RoF and I don't have solid timing info on them yet.


3) Your targetis standing. Target posture affects dps. I could probably add that in...


4) Attackerhas no states which affect damage, Intimidatedlowers damage a lot, not sure what others do.


5) Defender has no states which affect damage. Not sure if any do...


6) You hit with every shot. To get a truer DPS you'd need to multiply the DPS from the last formula by your percentage chance of hitting. Technically your chance of hitting should vary by the targetls Ranged Defense skill, though that might not be working yet.



But those factors above would affect allattackers firing at the same target equally. So the DPS I gave would be comparable to the person next to you even if it didn't reflect your actual dmg output. The 6 things above would only have to be accounted for if you wanted to predict that actual number of seconds to drop a Kimo or whatever...




Pistoleer 5 / CH 5 / Medic 4030
SmugglerFlux
Tue Aug 26, 2003 12:41 pm
#7

Buckle your seatbelt...


WMin = Wapon Min as listed on the gun in the examine window


WMax = Weapon Max as listed on the gun in the examine window


WS = Weapon speed in seconds as listed on the gun in the examine window


Basic quick check DPS is: ((WMin + WMax) / 2) / WS







Then you could get fancier and factor in your actual firing speed which is based on your pistol speed:


PS = Pistol Speed


RoF = Rate of Fire =WS * (1 - (PS / 100)) or 1.0 whichever is greater


DPS with RoF is: ((WMin + WMax) / 2) / RoF







Then you might want to take into account that your weapon actually dishes 1.5 times the dmg listed on it:


1.5 * (((WMin + WMax) / 2) / RoF)







Now you might want to take into account armor piercing and armor resistance, but at this point your DPS will vary based on what you shoot it at, so it's less comparable:


AF = Armor Factor from the following table:


Defender
A AR0 AR1 AR2 AR3
t AP0 1.0 0.5 0.25 0.13
a AP1 1.25 1.0 0.5 0.25
k AP2 1.56 1.25 1.0 0.5
r AP3 1.95 1.56 1.25 1.0


MR = mobs resist to your weapon's dmg type as seen in the examine window


Pretty goodDPS formula =


1.5 * (((WMin + WMax) / 2) / RoF) * AF * (1 - (MR / 100))


Examples:


1) Master Pistoleer with 74 speed fires a DX2 Pistol (AP 1, Acid) 75-115 @ 2.7 against an AR 1 mob with 40% acid resist and no other resists:


RoF = 2.7 * (1 - (74/ 100)) = .702 which is less than 1.0 so we use 1.0


1.5 * (((75 + 115) / 2) / 1.0) * 1.0 * (1- (40 / 100) = 1.5 * 95 * .6 = 85.5 dps


2) Same person fires a FWG5 (AP 0, Heat) 42-177 @ 2.0 against the same mob:


RoF = 2.0 * (1 - (74 / 100)) = 0.52 which is less than 1.0 so we use 1.0


1.5 * (((42 + 177) / 2) / 1.0) * 0.5 * (1 - (0 / 100)) = 1.5 * 109.5 * 0.5 * 1.0 = 82.125 dps



As the example shows, you shouldn't just check resists or your basic weapon DPS when picking which weapon to use. The DX2 outdamages the FWG5 on that mob despitethe mobhaving 40% resist to acid, no resist to heat and the DX2 has much worse basic DPS (though when both are capped at 1 shot per second the dps is only slightly worse).




Pistoleer 5 / CH 5 / Medic 4030
SmugglerFlux
Wed Aug 27, 2003 12:58 am
#8

Oops just thought of 1 more thing:


If the targetisVulnerable to your damage type, then always use the AR0 column in the AF table, instead of the target's rated AR.


The armor guide published by the devs stated that vulnerable damage types not only have no resists, but they also bypass any AR. I haven't tested this, but that was their plan.


This would affect the examples if Heat is a vulnerability (which it might have to be at 0 resist, not sure). More clear examples would have a low heat resist on the mob like this:


1) Master Pistoleer with 74 speed fires a DX2 Pistol (AP 1, Acid) 75-115 @ 2.7 against an AR 1 mob with 45% acid resist and10% heatresist:


RoF = 2.7 * (1 - (74/ 100)) = .702 which is less than 1.0 so we use 1.0


1.5 * (((75 + 115) / 2) / 1.0) * 1.0 * (1- (45 / 100) = 1.5 * 95 * 0.55 = 78.38 dps


2) Same person fires a FWG5 (AP 0, Heat) 42-177 @ 2.0 against the same mob:


RoF = 2.0 * (1 - (74 / 100)) = 0.52 which is less than 1.0 so we use 1.0


1.5 * (((42 + 177) / 2) / 1.0) * 0.5 * (1 - (10 / 100)) = 1.5 * 109.5 * 0.5 *0.9 = 73.91 dps




Pistoleer 5 / CH 5 / Medic 4030
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