Weaponsmith Archive
Thread: How does SOE calculate Base DPS? Analysis & plea for explination or correction of my calculations.
I went to look for a combat section of the Core Systems Forums, but it doesn't exist so pardon me if this is the wrong place to discuss this.
I hit the same creature for the same damage using the same special every time.
There is no random attack roll (you will never do a weapons minimum or maximum damage). I am assuming (have not tested this) that the same attack takes the same amount of real time to execute regardless of the weapon's speed (exception: grenades). Under that assumption, I am assuming that the damage you do isdependent on the speed of the weapon being used. I seemed to fire my rifle and my pistol at the same rate in real time.
I'd sure like to know more about SOE's "predictive" model for damage.
caddelite wrote:
191.954 + 383.525 = 403.479 times 50% (the true middle/average DPS) = 201.7395 DPS
201.7395 does not equal 289.58 DPS as reported by the weapon itself. If my math is off here, PLEASE correct me!!!!!
Defense>accuracy = increases damage per hit
This is why my damage is so high on lairs. They have, as far as I can tell, no defense. There's also a bonus for level difference, but I'm using even con lairs, although I've never noticed a difference even on higher or lower lairs on my damage per hit. I don't think they have a "level". These were always against imperial mission lairs. Other lairs produce different results. They have no damage resistance.
Posture only affects to-hit, as does movement.
Here's the data:
Spray Stick
Combat Level Required: 14
Skill Required: Novice Rifleman
Damage Type: Kinetic
Arrack Speed: 2.96
Modified Speed: 2.38
Damage: 124-262
Elemental Type: Heat
Elemental Damage: 99
Accuracy Bonus: 0
Wound: 10.76%
Estimated Base DPS: 98.77
Modified DPS: 122.8
Range: 0-65m
Special Attack Cost: 104
Spraystick vs even con Imperial mission lairs
Accuracy Value 135 160
Speed 35 35
Firearm Strike 100 105
Knee-cap Shot 575 590
Roll Shot 915 945
Kip Up Shot 1030 1060
Dive Shot 1030 1060
Ranged Shot 1150 1185
Placed Shot 1265 1300
Aimed Shot 1375 1420
Overcharge Shot 1490 1535
Improved Head Shot 2065 2130
Sniper Shot 3450 NA
Conceal Shot NA 2605
Improved Sniper Shot NA 3790
Blame Lithium for the lack of tables.
I've lsited the 35 and accuracy for each data set, as well as the exact name of the special for cross comparisons. Some test were not possible due to the skill boxes containing skill mods and upgrades specials. And me being too lazy to go back and try to respect a solution.
I'm a weaponsmith, so I have interests there as well as rifleman, and I've tried running the numbers. I can't find the formula, but I've never been good at math, so no suprise there. One thing to note, that some specials have accuracy mods in themselves, such as aimed shot, and snipershot. I have an older data from another weapon as well, but its not as throughly recorded. Remember this is Damage Per HIT. You will always hit for the same value on the same target in the same state, even on mobs.
It gets close, but its not exact and it should be. My guess is that its factoring wound somehow, which is of limited usefulness.
I do have a question though. Speed appears to work on in a theoretic appliaction for improving weapon final damage potential. Why then do people say they run out of action faster with a fast weapon, when specials refresh at the same rate. Are action cost being traded/multiplied for speed (and the resulting final damage per hit)?
Abbell wrote:Damage Per Second
((Min+Max)/2)/speed=Base DPS
example:
Min 596 Max 1130 Speed 2.45
596+1130= 1726, 1726 / 2= 863, 863 / 22.45= 352.24
Base DPS is 352.24
If you just spam the attack key you will average 352.24 points of damage per second of combat.
Your Mod DPS is calculated based on any proffesion modifiers. (ie increased general melee speed)
Raw damage is important, but if you are not hitting the enemy very fast you are doing less damage overall. More speed will use up your action much faster, but you can perform other actions faster and use more specials in a shorter time frame. (ie anti-Knock Down)
Finding a weapon with higher DPS means you have a moreoptimally balanced weapon. Also since all weapons are capped at some point for dmg and speed the better the base DPS the betteryou weapon is compared to others on the server.
Always look carefully at all stats on a weapon. Action cost can be important if you find yourself running out alot because of your fighting style. Accuracy can be important if you do not have a high enough level overall to offset misses. (ie trying to level an Elite Class proffession).
Also remember that a weapon with closer min and max values can often do more overall damage in battle. These weapons also tend to have higher DPS values.
Example:
Min 800 Max 1000 Speed 2.45
800 + 1000 =1800, 1800 / 2 =900, 900 / 2.73= 367.35
Base DPS= 367.35
As compared to the first example the second hammer will never hit for less than 800 points, whereas the first can hit for as low as 596. If a special causes 2x dmg that makes it 1600 compared to 1192 minimum damage.
You will always hit for the same value vs the same opponent, if he hasn't changed states, ie buff/debuff on you or him using the same special. Press button 1 once, press it 50 times, you'll hit the same value if both you and him do the same thing.