Weaponsmith Archive

Thread: DPS is worthless. Post-CU, only DPA matters

Xeovar
Sun Jun 12, 2005 6:05 am
#14

While in general I agree that DPA is really very important, there is one thing that changes the equation significantly - the action cost powerup.
Well made powerup reduces SAC by 30% at cost of -15 accuracy.
Accuracy also influences damage output, but testing indicates that at master level (200+ accuracy) another 50 accuracy points increase damage output by 16 in pvp, so -15 mod from pup is neglegible.

This means that you down 120 SAC weapon to 80 with the pup - and any SAC below 85 is actually low enough to keep firing almost all the time provided you have food and spice on. With doc buff you will not have action problem at all.

Conclusion - screw speed, screw SAC, put all in damage, when you got some experimentation points left they can either go into SAC (to even further aleviate action problem) or into speed (to increase the DPS stat).

However, for average Joe WeaponBuyer DPS dictates which weapon is best, and as it was mentioned above, that's the way to have sales.
For your experienced customers you can always made dedicated weapon runs experimented differently.



--
Xeovar Stone
Ex-Leader of Empires Elite Force
Chairman and Founder of GSX Corporation
Mor-Dan
Sun Jun 12, 2005 8:15 am
#15



Curby wrote:


laodamas wrote:
This damage is not based on dps, its based off of max weapon damage.


Not quite. Both min and max dmg matter.
Example:
CL80 vs 80 PVP, improved head hit
331-895 hammer does 775 dmg before armor reduction
384-894 hammer does 802 dmgbefore armor reduction
Average dmg of first hammer is 613
Average dmg of second hammer is 639
Difference of average dmg is 26
Difference of actual pre-armor dmg is 25






interesting... my test with pistols and about the same variation in min dmg resulted in only a 14pt difference.



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Reunion51
Sun Jun 12, 2005 3:34 pm
#16

i must agree with one of the above post about the power up. There is a power up for every situation. So the question should be. What sells weapons better... and the would be DPS.... Simple as that. Put max exp into damage then rest into speed.. Give them a Reinforced Stock and off they go..


Thanks Atham

laodamas
Mon Jun 13, 2005 2:10 am
#17






Mor-Dan wrote:





Curby wrote:






laodamas wrote:
This damage is not based on dps, its based off of max weapon damage.





Not quite. Both min and max dmg matter.


Example:


CL80 vs 80 PVP, improved head hit


331-895 hammer does 775 dmg before armor reduction

384-894 hammer does 802 dmgbefore armor reduction


Average dmg of first hammer is 613

Average dmg of second hammer is 639


Difference of average dmg is 26

Difference of actual pre-armor dmg is 25









interesting... my test with pistols and about the same variation in min dmg resulted in only a 14pt difference.




A problem we run into trying to calculate what the actual damage output is is the relationship of your accuracy vs opponets defence. Too bad the Devs wont give us the formula so we can tweak our product for max output.



Laodamas Odysseus - Elder Jedi
Helios Odysseus - Elder Master Bounty Hunter
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samijx
Mon Jun 13, 2005 4:58 am
#18








QFE in red.





What is QFE?








Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
laodamas
Mon Jun 13, 2005 5:17 am
#19






samijx wrote:








QFE in red.





What is QFE?










QFE = Quoted For Emphasis.



Laodamas Odysseus - Elder Jedi
Helios Odysseus - Elder Master Bounty Hunter
Dionysos Odysseus - Master Weaponsmith/Master Armorsmith
Drop off's at Odysseus Loot Vendor @ /waypoint 1562 1708 Keren, Naboo
MasterSheep
Mon Jun 13, 2005 7:38 am
#20

ok chucking in some other info..


Firstly COMBAT LEVEL itself is ignored for PvP... (only direct effect is the health level of the toons)



I regularly PvP with my level 54 WS/carbineer and win about 85% of the time vs CL 80 toons ( and then mail them a wpt to my shop - its a real good way to advertise


the damage done formula is something like this..


with ranged/melee hit.. (same principle applies for ANY other special - but has an additional multiplier)


if your acc is significantly lower than opponents defence (not exactly sure on this value but i think its around 250-300ish)


then you do the minimum damage on your weapon x the damage mod of the attack



the inverse is also true - 250-300 points greater acc than your opponents defence = you do the weapons max dam x the damage mod of the attack.


there is a sliding non linear scale between these two extremes



So weapons with a very tight min/max damage range will do simular damages vs any target regardless of defence/acc/cl



A'ru




Force Sensitive Crafting Master
Master Freelance Pilot
-Jedi -

Guns n Roses Weaponry @ -2971 +0147 on Naboo
XobNoics
Mon Jun 13, 2005 12:43 pm
#21






Xeovar wrote:
While in general I agree that DPA is really very important, there is one thing that changes the equation significantly - the action cost powerup.
Well made powerup reduces SAC by 30% at cost of -15 accuracy
.
Accuracy also influences damage output, but testing indicates that at master level (200+ accuracy) another 50 accuracy points increase damage output by 16 in pvp, so -15 mod from pup is neglegible.

This means that you down 120 SAC weapon to 80 with the pup - and any SAC below 85 is actually low enough to keep firing almost all the time provided you have food and spice on. With doc buff you will not have action problem at all.

Conclusion - screw speed, screw SAC, put all in damage, when you got some experimentation points left they can either go into SAC (to even further aleviate action problem) or into speed (to increase the DPS stat).

However, for average Joe WeaponBuyer DPS dictates which weapon is best, and as it was mentioned above, that's the way to have sales.
For your experienced customers you can always made dedicated weapon runs experimented differently.










samijx wrote:



Well...my advise is to get your SAC to a level where your acton bar is managable. This includes using foods and power-ups to modify both your weapon andcharacter until the SAC is managable... whatever that may be: X food with Y power-up and SAC of Z (maybe 77 or so) then go find the best weapon you can yield that get's your SAC down to 77. You can comprimise by getting a 78 or 79...but try and stay near that target. You will enjoy combat much much more.


Just remeber, the key isn't "SAC/Damage" or"Lowest SAC possible" You need to find the SAC that works well with your character, then maximize thedamage on your weapon that still provides a speed of less than about 2.





Message Edited by samijx on 06-12-2005 08:50 AM




QFE in red.



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Starcloud
Mon Jun 13, 2005 8:46 pm
#22

So that's how the damage calculation works when you hit...


(maximum damage - minimum damage) = damage range


(Accuracy - defense)/(accuracy) = percentage difference on hit


(Minimum damage+ (damage range*percentage difference)) * special attack modifier= damage done to target before armor.



or something like that, anyway. There's diminishing returns involved and I never was good with logarithms.


So basically there's no random number generator working on damage anymore. Pity. It makes things too predictable.


Curby
Mon Jun 13, 2005 9:39 pm
#23




The point about the powerups is very good. Has anyonetested +dmg pups on a lowdmg/lowSAC weapon and -SAC pups on a highdmg/highSAC weapon? When I get another hammer from my smith I'll be testing this myself.


The points of the original postare still valid, though the Conclusions sectionis misleading. The main point, namely thatresulting Damage per unit Action should be maximized, still holds. However you get there, whether via slicing, powerup, or bare weapon, is up to you. The other point, namely that DPS is just about meaningless in a fight, also holds. Whether you use DPS for marketing or not is up to you.





samijx wrote:



Just remeber, the key isn't "SAC/Damage" or"Lowest SAC possible" You need to find the SAC that works well with your character, then maximize thedamage on your weapon





I totally agree. I said that Damage per Action should be maximized, and see no evidence that this is incorrect. Again, I do admit that my conclusions were misleading. For example, we know there are diminishing returns in almost all aspects of combat. It is clearthat in some situations, lowering SAC will not improve DPA as much as increasing damage. If you have a weapon that has between 80-85 SAC, a +dmg pup will likely increase DPA more than a -SAC pup (I will be trying to test this soon).


To tell the truth, I very seldomly use pups, and didn't even consider them in my first round of testing. For those like me, SAC will almost always be the primary concern during the crafting of the weapon. If you do use pups, the extra variables introduced by their use must be considered, and there is a chance that -SAC on a high damage weapon will be more effective than a +dmg on a low SAC weapon.


Only if you're so lucky that spamming your most damaging/effective specials continuously does NOT drop your action would youthinkyou "wasted" experimentation points on SAC. If you really cannot realistically drop your action bar, then you should have put more points into damage. For extended fights, your damage output over time will almost always be gated by Action, and DPA is important in that case.


Regarding accuracy, defense, relative CLs: that is derailing the original intent of this thread. The only reason I posted weapon performance vs a CL54 and a CL80 is to show that DPA is similar and similarly effectivefor enemies of varying CLs (see the damage factor paragraph above).


Conclusions in original post have been edited.

Message Edited by Curby on 06-13-2005 10:51 PM




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HyprHypo
Mon Jun 13, 2005 10:58 pm
#24

very nice post, thanks. I usually think about this...WHEN MY ACTION HAS RAN OUT



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Corndog42
Tue Jun 14, 2005 12:27 am
#25

This information is good. I will give you that. But it does not take ACCURACY into effect.


In terms of accuracy: Isn't it defensesVS accuarcy = damage modifer? If this is correct, then SAC will matter depending how long you can fire because the fight could be longer.


The other thing you have to take into effect is misses over time. Misses will make the data better.


Additionally, the weapons that get made will either be for the DPS crowd, or those that know what their skill mods are, clothing, food/spice/buffs, skill tapes, and powerups. Add all that together and you can determine what your custom made weapon should be.


It is true that it all depends on your play style. But in my mind, it is all about accuracy. If you can't hit it you are done no matter what the other stats of your weapon.


If we know what the law of diminishing returns brings forspeed(is it thecap or is it the mods?) or SAC (what isthe baseregen rate or your own regen rate based on foods/buffs/spices) etc(or moreso whenthe law of diminishing returnsis negligible) we as WS's will be able to build a better weapon based on the toon in question. It is all about the customization at this point.


All the weapons stats work in tandem to a degree as well. I hit something because I am accurate, based on my DPS I can hit the creature this much because of its defenses, the faster I fire the more hits I can get in depending on how much action I use or the amount of action in my pool. If you don't hit, you won't have this scenario happen. It is as simple as that.


Accuracy kick starts this whole process. It is like boolean logic here folks. It is the basis of circuitry logic. If not A then B. That sort of thing. We have to think outside of the box here. All this info being posted on individual threads is great. We need to tie it together now.





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Ewang's Sliced Weapons

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fabkins
Tue Jun 14, 2005 1:06 am
#26

Ive got a perfect/ imperfect carbine. Max 1040 dmg, 90 SAC, 2.3 speed (speed is aprox cant quite remember it)


It reasonably quick / powerful / low SAC, but not quite perfect in every catagory.


I can basically use the carbine in any situation at it is but optimise it depending on circumstance using PuP.


For sustained fights (ie Krayt or long PvP fight), I use an Action PuP give me SAC of around 60. For PvP I use a 22% dmg PuP with 1.4% slowdown where i expect the fight to be quick. When I need to be artilery I use a 34% PuP with 11% slowdown.


Action is important but like earlier posters said it need to be in line with the character. Twileks have Action bonuses so move of the weapon experimentation can go into damage/accuracy (within reason).


If your accuracy is low, you will benefit with someone investing in the accuracy as accuracy in general (not tested a weapon accruacy effect) will deterimine whether you use the min or max end of the weapon range. (this is relative to the targets defences).


My character has a high accuracy so consequently, I really dont really care too much what the min damage is as im generally maxed anyhow.


Soooooo many factors that every weapon ought to be tailored for each person requirenments and playing styles.




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