Weaponsmith Archive

Thread: DPS for Rifles: it is not relevant?

john_p
Tue May 03, 2005 5:24 pm
#1


I thought I'd try to get to the bottom of this min/max/DPS thing and ran some tests with some of my rifles against a variety of Tat creatures.


Basically conclusions are;

speed is the same no matter what the weapon

min-max dmg is king

therefore, advertised "DPS" is irrelevant too



Explained:

I took three rifles.


Advanced Laser Rifle 497-1005 2.54 speed (1.56 modified) 295.15dps (480.61 mod) made post-cu

T21 543-1087 2.83 speed (1.74 mod) 287.82 dps (468.67 mod) made pre-cu

DXR-6b 358-737 2.5 speed (1.54 mod) 218.71 dps (356.14 mod) made pre-cu (*sobs nerfed*)


I am a Master Rifleman/BH0044 with +11 rifle speed tapes giving a total of 110 points of rifle speed


These are the damage figures using each special with each weapon (straight from the combat log) and the time between each hit on target (repeatedly spamming each special to minimise delays)
Special               ADV LASER     T21           DXR-6B       TIMER

Impr Headshot 1788 1934 1310 4s
Adv Sniper Shot 3378 3654 2476 14s*
Impr Kneecap 596 644 436 7s
Impr Conceal Shot 2285 2472 1675 7s
Adv Startle Shot 1490 1612 1092 6s

*sometimes sniper shot fires early, haven't been able to replicate why
so assume it's a bug

I worked out that each special is calculated from the median of the damage figures. i.e. max-0.5*(max-min)
Special               ADV LASER     T21           DXR-6B       = Multiplier

Weapon Median Dmg 751 851 548

Impr Headshot 1788 1934 1310 2.38x
Adv Sniper Shot 3378 3654 2476 4.5x
Impr Kneecap 596 644 436 0.79x
Impr Conceal Shot 2285 2472 1675 3.04x
Adv Startle Shot 1490 1612 1092 1.98x


As you can also see the time between specials were no different despite the different weapon speeds. I also reran the tests without my +11 rifle speed tapes and got the same times, so this is either capped at master or my weapons were all fast enough.I know I have taken extra speed from BH but I'm sure most people dabble now. So from what I can make out fora player who has taken 1.5 ranged professions weapon speed makes NO difference to overall damage output. This throws out base and modified DPS as well. As you can see, I was doing 8% more damage with the T21 even though its DPS was 3% lower

The adv laser was made with only 1 exp point into speed, so I guess we are reasonably near that cap already.

I would be interested to know:

  • Is this the same for all professions and specials
  • What happens at lower player Rifle Speed stat or higher weapon speeds (will go run some weapons experimented into damage to see)
  • Whether this is the case for mobs much higher than your own level
  • How much powerups make a difference (need more time to do testing on powerups but I found these did increase the time between specials)


  • I'm certainly going to revisit how I make master level rifles, that's for sure.

    Comments?




    Lariso <Hoods> Officer
    Demosthenes <Hoods> Jedi, Master Pilot

    Kakabus
    Tue May 03, 2005 5:32 pm
    #2

    I think the problem is with the "Speed" of the weapon. The weapon's speed is no longer an issue since the ability has its own timer. Basically put, the weapon's speed is errelavant now since it doesnt do anything and the special's timer is the thing that determines on how fast you shoot. But firing with non specials might be different.
    john_p
    Tue May 03, 2005 5:48 pm
    #3


    The worry for me is that everyone,including customers,are getting so fixated on DPS that sometimes (most of the time?) it is not relevant in their case.


    I would assume most people doing rifles will end up speed capped, if I am after just 1.5 combat professions (rest spent into CM for me)


    If speed is less relevant then I'd rather know I can put those points into SAC or accuracy - but I'm worried customers won't realise this and look at DPS alone - which is inaccurate.





    Lariso <Hoods> Officer
    Demosthenes <Hoods> Jedi, Master Pilot

    CorenLanra
    Tue May 03, 2005 6:19 pm
    #4

    Interesting post.. I think I will link to it on my website.

    A further test should be done to see if it is using just the min/max median or the DPS median as a calculation. This could be done by crafting a weapon capped on dmg then experimetned in action cost, then one capped on dmg and experimented on speed.



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    Dusk
    Tue May 03, 2005 7:05 pm
    #5

    There may be a hidden speed cap ... such that a special can't be any faster than a certain amount. I would expect this to vary from special to special. I would also expect this to vary from weapon to weapon.


    The question becomes, at what speed do I cap my specials?




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    Kiryoku
    Tue May 03, 2005 10:59 pm
    #6

    not to look a gift horse in the mouth... but...


    have you run these tests on /rangedhit?... it is possible that all abilities have timers, but this is kind of the /attack... it may actually improve based on weapon speed (since i'm assuming this is what is used to calculate the weapon's DPS)...


    still, interesting results...



    kago

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    Implementor
    Tue May 03, 2005 11:04 pm
    #7

    haven't really got to rifles yet, but after a lengthy session with a MBH I going to start scewing to lowering SAC, i see very small effects in speed. So i'll be scewing to efficiency and damage...it's been retarded busy and i still haven't had time to do really thorough experiments.


    Best weapon i made last night from the users point of view had low SAC and decent dps. no speed experiment on the barrel or final build...unfortunately i only had speed/damage ABPH to use...so i want to make some different ones and further tweak this






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    Bluedoots
    Tue May 03, 2005 11:42 pm
    #8


    Specials don't seem to work the way they did before the CU. Now it's more efficient to use multiple specials than to spam a single special. You put a bunch of your specials on your toolbar and play whack-a-mole by hitting the next special that is ready to fire. Each special seems to have a delay based on two factors: when it was last used and when any other special was used. All specials are temporarily unavailable immediately after any special is used. A special that hasn't been used becomes ready tofire much more quickly than than the last special you used. So alternating between three different specials will let youshoot more quicklythan spamming a single special. I haven't tried rifleman since the CU but I suspect you will be able to fire a rifle more quickly than than the fastest timer in your list by alternating between different specials.

    Message Edited by Bluedoots on 05-03-2005 11:45 PM



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    shilo2
    Tue May 03, 2005 11:51 pm
    #9



    Bluedoots wrote:
    Specials don't seem to work the way they did before the CU. Now it's more efficient to use multiple specials than to spam a single special. You put a bunch of your specials on your toolbar and play whack-a-mole by hitting the next special that is ready to fire. Each special seems to have a delay based on two factors: when it was last used and when any other special was used. All specials are temporarily unavailable immediately after any special is used. A special that hasn't been used becomes ready tofire much more quickly than than the last special you used. So alternating between three different specials will let youshoot more quicklythan spamming a single special. I haven't tried rifleman since the CU but I suspect you will be able to fire a rifle more quickly than than the fastest timer in your list by alternating between different specials.

    Message Edited by Bluedoots on 05-03-2005 11:45 PM





    that is what i have been doing...seems to work quite well, especially when you get BH xxx4, and get the extra BH attacks



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    Muzz
    Wed May 04, 2005 1:02 am
    #10

    That seems to mean that combat now consists of spending the entire time watching the toolbar to see which special is ready.

    Great fun. Not.

    Message Edited by Muzz on 05-04-2005 09:03 AM



    Orgama

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    Asir_SWG
    Wed May 04, 2005 1:11 am
    #11






    Bluedoots wrote:


    You put a bunch of your specials on your toolbar and play whack-a-mole




    I am loving that image


    yes - if you just spam a single special speed (dps) is pointless.... If you play smart and use multiple specials speed and dps are very important....



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    john_p
    Wed May 04, 2005 3:33 am
    #12


    I will test this further later on, but to get different specials on different timers I think you need to mix two professions, i.e. BH specials on their own timer, Rifleman specials on their own timer. From what I've been able to deduce so far, this is the case. Hence why mixing professions is so powerful - it's not from the extra +12 speed I get from being BH0044 (although it helps) but the extra specials which can cycle concurrently with the rifleman specials for 1.5x-2x the damageoutput.


    I still don't think weapon DPS will matter even if mixing specials since they will alljust run on their own timers and once you hit a cap, that's it, there is no point in going faster.


    And I appreciate what people are saying about the default Ranged Shot not havinga delay, but it's unlikely anyone will be using that at master level when they could be doing sniper shot or head shot.


    Grinding and low level characters it may still apply, but for master level + dabblers, I still maintain weapon speed + advertised DPS becomes irrelevant.


    The next step I guess is to work out the borderline at which you can increase max dmg at the expense of speed and not drop off the speed cap.


    Again this may be completely different for pistols+carbines and I'd appreciate anyone testing it to see if the same holds true for those professions.


    Message Edited by john_p on 05-04-2005 11:35 AM




    Lariso <Hoods> Officer
    Demosthenes <Hoods> Jedi, Master Pilot

    Asir_SWG
    Wed May 04, 2005 3:38 am
    #13

    I know from carbs that leg hit and improved leg hit have no delay, I use these as standard attacks....



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