Shipwright Archive

Thread: Shipwright Crafting Tip #1: Weapon Experimentation

quadpers0n
Tue May 31, 2005 4:11 pm
#27

what is the exact calculation for DPS anyway?



-meeuki


lumpini
Davidw510
Tue May 31, 2005 4:43 pm
#28

As a Novice SW and a 4444 pilot (Just killed my 30 in Kessel) Weapon choice has been a big issue. I've only been in the game about 2 months and am still learning a lot. I've not had any weapons custom made (didn't ever think of asking) but have used Looted or Purchased weapons (Some at very high prices). I currently run an X-wing with all three weapons filled. I don't recall the exact numbers but they are something like this 14.5 mass, 15k-25k damage, .3 refire. Two of my weapons have .9 vs Shield and One has .9 vs Armor. These have been the best weapons I've used. I've even tried 2 weapons with 20k-35k damage, .62 vs Shield/Armor, .35 refire and didn't like them nearly as much.


What I think I would like best is something with 15-25k damage, .25 refire and .9 vs Shield in one gun and a .9 vs Armor in another. Well, I think.......


My question to all you old timers, how well does the higher vs Shield/Armor rate? Does it help in any way? My logic behind finding guns with this setup is that if I can pound more damage against one or the other the DPS is higher. I don't have the knowledge to know how to crunch the numbers to tell if this is a true theory or not. Can any one elaborate?


Thanks


Sterin Taitwora


Chalistra


Aliance Pilot 4444


Novice SW


MA


Scout 4010 (Mask Scent works so nice when gathering resources)


and a few other meaningless skills....)





Sterin Taitwora (StarSider): ::Vaksai::
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Corsec Ace Pilot, Master Elder Shipwright
...Has mastered the Pilot Profession

Sar'Sippius Groove (StarSider): ::Tie Oppressor::
Imperial Ace Pilot x3, Freelance Ace x1, Reb Ace x3, Medic (CL90)

Imaridril
Wed Jun 01, 2005 3:09 am
#29






Kaleborn wrote:




My standard formula for weapon performance over time:


1. (Min. Dmg + Max Dmg) / 2
2. Multiply the resultby your average armor/shield penetration
3. Divide that result by your refire rate to get the DPS (assuming the refire rate is a percentage, ie: 0.28 = 28% of 1.0 second?)




That's the correct formula. Keep in mind that Weapon Overload 3 doubles your gun's damage, so you can multiply your result by 2 if you want to figure that it. Also, there's a 25% damage reduction in PvP.


By the way, if anyone is wondering just how good DPS can get on RE'd guns, I'm working on a level 10 gun right now that once RE'd will have a DPS of 9539 in PvE, and that's without WO3. (In PvP with WO3 it will have a DPS of 14308.)




Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

Nvim
Wed Jun 01, 2005 3:22 am
#30

I would think max re-fire is desirable for 1 vs 1 fights because your effective DPS is increased in the short-term but there is no capacitor on the market that is going to hold out for long with multiple weapons firing that quickly. Max Damage weapons are inferior DPS wise but are far more economical DPE. DPE is far better comparison tool for pilots that are into large scale battles so it is not just a matter of speed is best for every scenario.


It is great to take down one opponent quickly but if that leaves your capacitor empty then you have big problems in large scale fights. In theory it makes sense to take out one target fast then move to the next but in my opinion it is not if your capacitor can't keep up with the ROF.


With fast guns I am running on empty most of the time and it bugs me to go click click click click all the time and struggling to get some juice out of the capacitor. It also leaves me nothing when i have multiple bogies and I find the capacitor to shield shift is vital against multiple targets in my opinion.


If you push fast guns you need an amazingcapacitor to go with it. Good DPE guns are not as capacitor dependant. If your market is ace pilots that can't hit the side of a small planet then that is a pretty small market.
KiefferAllan
Wed Jun 01, 2005 3:28 am
#31

Why not add a DPS stats on weapons to help us to choose between few guns ?



Kieffer Allan  Kauri

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idolatry
Wed Jun 01, 2005 3:36 am
#32






Nvim wrote:


If you push fast guns you need an amazingcapacitor to go with it. Good DPE guns are not as capacitor dependant. If your market is ace pilots that can't hit the side of a small planet then that is a pretty small market.





Have a look at the crafted capacitor thread that's been going parallel to this. Crafted capacitors are now significantly better.


Using Capacitor Overcharge 4, we can now get Mark I crafted capacitors to 1700+ energy and 60+ recharge. That's just Mark I; it goes up from there. It's going to take a long, long time to bleed that capacitor dry, even with a couple of rapid firing guns. You add Weapon Overcharge 3 into the mix, and you literally cannot run out of capacitor energy.





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Elder Shipwright/Master Pilot - Imperial 6th Wing Forums

...Pilot is the alpha class
CapnKate
Wed Jun 01, 2005 7:53 am
#33

Lithium totally and completely ate my post. and it was long.

/cry

I'll sum up:

DPS doesn't mean everything. The key question to ask in determining "best" experimentation on a given weapon is this:

Can I sustain damage on the target over time?

If not, you probably want the higher damage per shot. If so, then DPS is your friend. The reason being, that a High DPS becomes more and more meaningless the longer you spend firing without applying it. There's sustained damage, and then there's burst damage. People who are good shots against a target sustain their damage over time, poor shots do damage in bursts. there are many factors determining who is a poor shot and who is a good shot, and it's not really important. It's important when choosing experimentation that one knows the answer to the above question.

this is rarely of particular use in general business. People buy what they buy and order what they order. However, we all have special cases, where we know a pilot well... a pilot that's willing to discuss what they need. In these instances, all this becomes invaluable. (Hint: for us Pilot/Shipwrights, this applies MOST profoundly to your best customer: yourself.)

What you need to know from the pilot is a simple estimate, though the more accurate(ironically) it is, the better. You need to know what kind of accuracy they average. IMPORTANT!!!: This is NOT a shot percentage. "I miss 4 out of five shots" is WORTHLESS for these purposes(excepting in that you can calculate what you really want to know, if you know their current gun's speed). What you need to know is a stastistic that more accurately reflects the reality of piloting: Time-based accuracy. Don't ask what the person's estimated percentage of hits is. Ask them instead "Of the time you spend firing, roughly how long on average so you spend hitting?" This is an important distinction, as I'll get into. An estimate is fine, and suggest they pay attention to hit to get a rough idea if they don't know. Why? Well, let's take a case in point:

Let's say I have a customer that guesstimates that of a five-second window of firing on a target Teir 5 fighter(which is what she usually hunts), she probably spends 1 second of it actually hitting, on average. She's not a bad shot, the darn things are just really fast. So, We're looking at a pair of choices. One is a DPS-experimented gun, with a speed of, say, .3. The other is a Shot Damage gun, speed of .45 or so. In five seconds of fire, the .3 fires 16 shots, and the .45 11. In the one second of time it's actually in a position to hit the target, the .3 scores 3 hits, and the .45 scores two. 3/16 shots is around a 19% accuracy-over-time, and 2/11 is 18%. the practical upshot of this, is that unless the difference in average damage output(NOT damage-per-second!) between the two weapons is less than 1%, then the DPS-experimented gun will not be sustaining damage long enough to outdamage the Damage-experimented gun over the long run. In other words, if you're not getting many shots in, it's best to make them count. As your accuracy goes up and the ability to sustain damage goes up, so does the desirability of a high DPS weapon.

Naturally, None of this is saying "experiment this or that". this is the practical side of experimentation concerns. This helps make a decision between high damage-per-shot or high DPS. It's relatively straightforward to run numbers to determine what lines get you the desired result, once you know what you want. the trick is.. DPS or Damage? It's a real choice, to be honest, because DPS as it's discussed here is only an estimated base, and it's the practical damage ability that a Pilot lives and dies by. As with ALL things in Shipwright(in my opinion)...

It depends.

PS: I'm not a particularly talented statistician, having only taken some college classes many years ago. So my logic behind these calculations may be wildly erroneous. Hoever, my experience in dealing with my regular customers and my own experience piloting craft has supported the belief that it works-- of the 20 or so people that have taken the time to give me accuracy estimates in seconds as above, only 2 felt their fights weren't noticably shorter with a change of weapon to suit the results, and those two didn't report an increase. Heisenberg might apply here, but that's getting too elaborate for me to care about in a game I play for fun. Point of fact, I've probably made a huge fallacy in reasoning here somewhere, but I suspect I'm just attempting to verify something known to be true-- Sustained damage is necessary for DPS to win out over raw damage output. the less you can sustain, the worse a DPS gun gets.



------------------

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Kaytlin Mainwaring, Starsider - Smuggler/CM/Commando/Rebel Pilot
Kaitlin Mainwaring, Kettemoor - Master Smuggler/Master Shipwright/Rebel Ace
--Former SpaceBeta1 Master Tester
MMKia
Wed Jun 01, 2005 8:25 am
#34

Once i take ppl up on my YT where i have .260 guns installed. Most ppl order a set right then and there.




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Fivel +17 Engine/Weapon Systems +12 Chassis Master FS Crafter/Shipwright
Mos Themis, Tatootine


FriedSquid
Wed Jun 01, 2005 1:41 pm
#35

On AhaziI've gotten to .25 refire on my lvl 9 guns, and about .256 or so on my lvl 7's. They sell faster than I can make them @ 10ish cpu.






It's all gone. And so am I.


Br-10n
Wed Jun 01, 2005 2:26 pm
#36



Nvim wrote:
If you push fast guns you need an amazing capacitor to go with it. Good DPE guns are not as capacitor dependant. If your market is ace pilots that can't hit the side of a small planet then that is a pretty small market.





I use 3 crafted weapons w/quickshot on my Rhixyrk with an RE'd cap and a crafted reactor. When I use Cap Overload 2 and Weapon Overload 3, I NEVER run out of power. Even when I use Cap-to-Shield shunt, and am holding down the fire button, the cap refills pretty quickly. Is WO3 still bugged?



Sekundar Lapsus

Bria/Corellia

= Teras Kasai Master - Master Shipwright - Almost CorSec Ace Pilot =
guessit
Wed Jun 01, 2005 2:54 pm
#37

I have a picture in my mind of the TIE pilots doing quick bursts of green lasterfire.


Thus I always have custom made a green laser as heavy as i can fit, and as fast as it can fire.


This was of course, regardless of the points. But its nice to know that this is actually a helpful thing.


I did head on runs when i flew the Y wing in beta. Therefore would want to fire as much as quickly as possible into their face... and throttle back slow so i could get a few more shots in. This would dmg my front shields which is fine; i can then go into dogfight mode, where my back shields will take the hits.






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Imaridril
Wed Jun 01, 2005 2:55 pm
#38






Br-10n wrote:

Is WO3 still bugged?



Yes, WO3 is still bugged. Once it gets fixed the Energy Per Shot stat on guns will become much more important. The capacitor overcharges are also probably bugged. They don't use any extra energy to run, meaning that everyone who's in the know just runs CO4. Even with three level 10 guns in my Krayt I can fire idefinately with an RE'd level 6 cap, WO3, and CO4.





Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

FriedSquid
Wed Jun 01, 2005 4:07 pm
#39

Err.... I know the EPS is broken on WO3. However, I'm pretty sure that the reactor drain is NOT fixed, because I always have to use reactor overload 3 before I use the other overloads or I get stuff disabled.






It's all gone. And so am I.


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