Weaponsmith Archive

Thread: DPS vs. DAMAGE vs. SPEED Test.. Please read

Cobacca1
Wed May 25, 2005 10:14 am
#14

Thanks for the feedback everyone... I am new to this, so I am hoping to learn as much as I can from the old pro's... thanks again!


I am going to try to make my weapons with a mix of damage and SAC for now, and see if they sell well... and if they don't it's back to DPS for the win! lol.





___Cobacca___
Master Commando of Tarquinas
Generations Guild (GEN)

Amizar
Wed May 25, 2005 10:50 am
#15

Muzz wrote:
What's a constant variable?




The retardation level of the dev team members that authorize changes to the game.

But I don't have an equation for that yet.



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mindspat
Wed May 25, 2005 2:18 pm
#16






Cobacca1 wrote:



Weapon 3: (components experimented for speed, final product for damage)

123-248 damage

2.44 attack speed

75.93 base DPS







I have to say, this is something I've been doing and feel it yeilds the best overall results. I focus on Speed and Effecientcy for componets then go ALL dmg with addition points pumped in speed on the end product.


Good work!




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Shadow2k
Wed May 25, 2005 6:12 pm
#17






EdOWar wrote:

I think what you proved is that DPSmay beimportant for toons who haven't mastered at least one elite combat profession yet. But for a completed template, DPS is much less important as they will likely have plenty of speed mods. As others have said, there is no longer one best way to make all weapons. It all depends on theplayer using the weapon now, how advanced their toon is and their preferred style of play.


Slim Vargo, Corbantis








I'm not a weaponsmith, but I've been trying to beat into people's heads that DPS is not the all-determining factor. It is ok to look at, and see that a weapon has a good mix of speed and damage...but it ends there.


When I read what you just posted, the way I explain it is that it's due to diminishing returns, which DPS does not take into account. DPS is merely a simple formula of average damage divided by speed. But that does not fit the current combat system.


Take two guns withthe same DPS...


A) Gun with 400-600 dmg at modified speed of 1 = 500 DPS


B) Gun with 800-1200 dmg at modified speed of 2 = 500 DPS


You won't fire gun A twice as fast, even though that's what DPS takes into account. Gun B will outclass A in a fight, even though according to DPS, they will be the same.




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SlaughterMonster
Wed May 25, 2005 7:49 pm
#18

yay time to put my 2 cents in......I am a 12pt WS and have been for alooooong time....i was on beta for the CU and have been crafting weapons and trying out every profession as i made them to actually field test them and see what was the best stats.....dps, SAC, speed, acc bonuses? elemental (still broken) and came to the broad conclusion that yes....DPS is great and all but what it all boils down to is if you have a weapon that has 350 dps and over 120 SAC and you have a weapon that has 300 dps with under 80 dps the 350 dps weapon yes will win in overall dmg UNTILL you run out of action and the person with the 300 dps weapon is STILL hammering on you.


I recently made a krayted e11mk2 carbine with a dps of 301 SAC of 77 acc bonus of 13 speed 2.22 with krayt tissues min of around 450 and max of 1040ish......then i made the same carbine using the resources with no stock and no scope but had the dps up to 340 i believe working only on the speed and the dmg output of the weapon and had my BH toon work a jedi in our city......well after about 5 shots my action was wasted on the higher dps weapon (btw this was a test with and w/out foods) and lasted a bit longer with foods helping with the regen.....everyone thinks that you can put outrageous SAC on a weapon and the drugs/foods will make up for it....WRONG....even for a jedi that has 95 SAC and a bloated stomach and poping veins from foods/drugs runs out of action when spaming the power attacks.


Then came the krayted mk2 and guess what? i was able to take down a non defender jedi with a complete temlpate 4/5 times with that bad boy....having the acc bonus built onto the gun then strapping on the +10 ranged cyber arm gave me such an advantage with that gun....ntm i was able to spam my power attacks/roots/snares/states practically non stop and when i threw in some acc food and def food i wasn't even touched by that same jedi that had saber throw, heals, powers..the whole shabang


Everyone can think what they want but what it boils down to is how long can YOU last with your gun...not how much can your gun do overall in a short amount of time like most people believe since the only important stat is DPS.


fact is i can make a pos gun...almost any type...and get the dps to an outrageous amount....but a smart person will want a rounded weapon......low SAC, factoring their modded speed for most weapons to about 1.5 no matter what and dumping the rest into dmg output will make them devistating and is why i'm only crafting custom orders so that i can educate or perfect my crafting for the well informed killer





Balistia Helsing ~~ Imperial 12pt WS crafter of weapons of mass destruction
Arucard Hellsing ~~ Imperial BH under command of SiN and the Galactic Empire
Vendor's in New Babylon/Talus 909, 414.....custom orders welcome--offer all auction items to "necro loot" vendor please
raider7734
Wed May 25, 2005 8:06 pm
#19






SlaughterMonster wrote:

I recently made a krayted e11mk2 carbine with a dps of 301 SAC of 77 acc bonus of 13 speed 2.22 with krayt tissues min of around 450 and max of 1040ish





Oh man... awesome job, that'sexactly what I'm looking for. What kind of tissues went into it?





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IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
SlaughterMonster
Wed May 25, 2005 8:18 pm
#20

150's and i just worked another non defender jedi with this guy....i love it to death and i'm glad i didn't sell it now



Balistia Helsing ~~ Imperial 12pt WS crafter of weapons of mass destruction
Arucard Hellsing ~~ Imperial BH under command of SiN and the Galactic Empire
Vendor's in New Babylon/Talus 909, 414.....custom orders welcome--offer all auction items to "necro loot" vendor please
EdOWar
Wed May 25, 2005 10:16 pm
#21






Shadow2k wrote:






EdOWar wrote:

I think what you proved is that DPSmay beimportant for toons who haven't mastered at least one elite combat profession yet. But for a completed template, DPS is much less important as they will likely have plenty of speed mods. As others have said, there is no longer one best way to make all weapons. It all depends on theplayer using the weapon now, how advanced their toon is and their preferred style of play.


Slim Vargo, Corbantis








I'm not a weaponsmith, but I've been trying to beat into people's heads that DPS is not the all-determining factor. It is ok to look at, and see that a weapon has a good mix of speed and damage...but it ends there.


When I read what you just posted, the way I explain it is that it's due to diminishing returns, which DPS does not take into account. DPS is merely a simple formula of average damage divided by speed. But that does not fit the current combat system.


Take two guns withthe same DPS...


A) Gun with 400-600 dmg at modified speed of 1 = 500 DPS


B) Gun with 800-1200 dmg at modified speed of 2 = 500 DPS


You won't fire gun A twice as fast, even though that's what DPS takes into account. Gun B will outclass A in a fight, even though according to DPS, they will be the same.







I've noticed the diminishing returns in speed in my crafting. I've made high DPS weapons and then low SAC variants of the same weapons (with correspondingly lower DPS). The high DPS sub-components had speeds of -1.9X, while the low SAC sub-components had speeds of -1.2X. For barrel and power-handler combined the difference was -1.4 speed, but in the final combine, the speed difference between themwas only 0.18. But there were no diminishing returns when experimenting in SAC (108 SAC vs. 87 SAC). So WS who make only high DPS weapons are in effect squandering a lot of their experimentation points in speed on the sub-components.


Slim Vargo, Corbantis


Andreil
Wed May 25, 2005 11:10 pm
#22


I think that the speacils with damage modifers like advanced critical shot rely on max damage not DPS.



Plasma Flame thrower


1106 max damage


296 EDS


moded 482


Often hits for 12k on a level 80 mob



FWG


900 max damage



313 EDS


Moded 490



Hits for only 900 max on comparable mob




Andreil
Jedi Padwan

[ COMMERCE ] [ O C S ] [ STRENGTH ]

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BobaFro
Thu May 26, 2005 8:14 am
#23

Allow me to throw in my two cents here...



My main character is a MBH/MPistol/SL0400.


I was using a DE-10 that was probably close to a server best pre-CU.


It converted to close to 1k damage, but only has a DPS of 305 un-modded, and mine is around 490.


I recently bought a moddified republic blaster that has a base DPS of 373, and my DPS is is around 625.


The damage on the Republic is around 850.


I only PvP, no mobs to test it on, only Jedi.


In the near two weeks I have had it, I can tell a HUGE difference in the time it takes me to kill a target. Before I switched guns, I had killed around 10 Jedi. Since, I have killed 6 or 7. But the time frame I am doing it in is muge faster now. I'm getting near identical power hits using Torso and Critical shot from each weapon, with a top of around 900 with the DE-10, and a top of around 850 with the Republic. But it's the NON-special shots that make the difference. I recently went after a Jedi that I hit approximatly 15 time in less than 30 seconds. So I'm looking at a base attack damage of 350 a second from the republic versus 300 a second on the DE-10. And that is where the DPS comes into effect. For those that simply spam specials and wait between cool-downs, you would want a higher damage weapon. However, in PvP, by doing special, regular, regular, regular, special, regular, regular, regular, etc DPS is the better of the two mods to have. I'm sure this would probably hold true in PvE as well, but that is something I have not personally tested.





Kalmon Amari

Fish-Head Weapons and Products
Vade_WS
Thu May 26, 2005 8:24 am
#24

Here is an interesting post from the Carbineer's forum comparing shot types vs sac. It would be interesting to get similar information from all the professions.




Vade -- 12pt Master Weaponsmith & Master Commando
Deliveries can be made to the CU Weapons vendor in Surebleak, on Lok (1727 5966) Listen, strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses...
Darth-Kevlar
Sun May 29, 2005 12:05 am
#25






BobaFro wrote:

Allow me to throw in my two cents here...



My main character is a MBH/MPistol/SL0400.


I was using a DE-10 that was probably close to a server best pre-CU.


It converted to close to 1k damage, but only has a DPS of 305 un-modded, and mine is around 490.


I recently bought a moddified republic blaster that has a base DPS of 373, and my DPS is is around 625.


The damage on the Republic is around 850.


I only PvP, no mobs to test it on, only Jedi.


In the near two weeks I have had it, I can tell a HUGE difference in the time it takes me to kill a target. Before I switched guns, I had killed around 10 Jedi. Since, I have killed 6 or 7. But the time frame I am doing it in is muge faster now. I'm getting near identical power hits using Torso and Critical shot from each weapon, with a top of around 900 with the DE-10, and a top of around 850 with the Republic. But it's the NON-special shots that make the difference. I recently went after a Jedi that I hit approximatly 15 time in less than 30 seconds. So I'm looking at a base attack damage of 350 a second from the republic versus 300 a second on the DE-10. And that is where the DPS comes into effect. For those that simply spam specials and wait between cool-downs, you would want a higher damage weapon. However, in PvP, by doing special, regular, regular, regular, special, regular, regular, regular, etc DPS is the better of the two mods to have. I'm sure this would probably hold true in PvE as well, but that is something I have not personally tested.







Been there, done the same... your arguments breaks when someone like myself can have a 0.84 secs attack speed with the de-10 and 0,73 with, for example a scatter. even at the "normal attacks" , the difference is almost none (0.1 seconds) and no matter what I do , even when i make a macro with

/attack;

/pause.0.73;

/attack;


i simply can't fire witha 0.73 secs delay between Normal attacks. And if i can't shot at the speed the DPS/MDPS is based on, then the DPS/MDPS is simply wrong




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