Weaponsmith Archive
Thread: Well after a lot of testing. Base DPS means nothing. Read inside.
AldaronTavish wrote:
Max damage isn't the only stat you should be looking at. The best weapons will be those with both a high min and high max with as little difference between them as possible.
For example a 100-1000 is far worse than a 500-1000.
(100+1000)/2 = 550 per hit with base attack
(500+1000)/2 = 750
Vade_WS wrote:
raider7734 wrote:
When I Melee Hit a lair, the damage done is exactly the Max Damage of my weapon.
Please explain how Min Damage has anything at all to do with this.
BTW the lair has no CL or armor to complicate things, and it's not an empty lair (which would take 5x normal damage).
That's because a lair has no defense, so you will hit for max damage. Now, if you are only fighting lairs, that'd be great, but you aren't.
> laser rifle
> dmg 465-960
> base dps 301.19
> modified dps 478.94
> base speed 2.36
> modified speed 1.49
> did 492 dmg every 3 seconds with range shot
>
>
> t21
> dmg 459-968
> base dps 295.27
> modified dps 469.53
> base speed 2.41
> modified 1.52
> did 496 dmg every 3 seconds with range shot
>
raider7734 wrote:
Alright... if shooting a lair isn't a good test, since it has no defense, how about CL 81 malklocs?My question is, where does base damage come from? (Min+Max)/2? Min? Max? Neither?
It really shouldn't be surprising that the devs aren't telling us everything about the combat system. There is a lot we don't know.
Now, please don't take the following the wrong way, but have you tried to make sure your tests are unbiased? There are a number of implicit assumptions in your tests that might reinforce your conclusion. Have you tried to come up with scenarios that would test for min damage? I've noticed that you haven't stated your character's stats. Your speed, defense, and accuracy mods all matter. I'm assuming that since you aren't dying when attacking a CL81 creature then you are CL80. Perhaps min matters more for a weaker character? Have you tested that?
The only conclusion that I can come to is that for small tests you have run that max damage and speed are the best factors for your style of combat.
Originally, the damage dealt in combat was somewhat randomly selected between the min and max damage of a weapon, modified by a special multiplier (and a few other factors). How does it work now? We really don't know.
There are some obvious cases where max damage is the primary factor for damage dealt. What about min? Well, that might come into play more when you are dealing with a creature that is more than a few combat levels above you. A good situation to get killed in, so not so easy to test.
Now, I don't disagree with you that base DPS doesn't tell you a lot about damage dealt while in combat. It's kind of like the rated mpg of a car before you buy it. It's nice information, but it isn't really accurate because mpg depends on tire inflation, outside temperature, the kind of gas you are using, your driving style and a number of other factors.
Base DPS should be treated in the same way. Look at all the stats when you are selecting a weapon. Know how you are going to use the weapon. Don't believe that base DPS is an accurate statistic. It's not meant to be.
This thread started out with a friendly warning not to be too focused on base DPS. For weaponsmiths, however, DPS is a decent stat for comparison purposes. We use it to determine how to make weapons better and that's about it.
If max damage is what works for you then great. Have all your weapons custom made and you'll be happy. In the meantime, we do appreciate all the data you are collecting about combat, but you might want to take more time to think about the tests you are running.
Message Edited by Biofinger on 05-21-2005 02:23 PM
Vade_WS wrote:
raider7734 wrote:
Alright... if shooting a lair isn't a good test, since it has no defense, how about CL 81 malklocs?My question is, where does base damage come from? (Min+Max)/2? Min? Max? Neither?
It really shouldn't be surprising that the devs aren't telling us everything about the combat system. There is a lot we don't know.
Now, please don't take the following the wrong way, but have you tried to make sure your tests are unbiased? There are a number of implicit assumptions in your tests that might reinforce your conclusion. Have you tried to come up with scenarios that would test for min damage? I've noticed that you haven't stated your character's stats. Your speed, defense, and accuracy mods all matter. I'm assuming that since you aren't dying when attacking a CL81 creature then you are CL80. Perhaps min matters more for a weaker character? Have you tested that?
The only conclusion that I can come to is that for small tests you have run that max damage and speed are the best factors for your style of combat.
Originally, the damage dealt in combat was somewhat randomly selected between the min and max damage of a weapon, modified by a special multiplier (and a few other factors). How does it work now? We really don't know.
There are some obvious cases where max damage is the primary factor for damage dealt. What about min? Well, that might come into play more when you are dealing with a creature that is more than a few combat levels above you. A good situation to get killed in, so not so easy to test.
Now, I don't disagree with you that base DPS doesn't tell you a lot about damage dealt while in combat. It's kind of like the rated mpg of a car before you buy it. It's nice information, but it isn't really accurate because mpg depends on tire inflation, outside temperature, the kind of gas you are using, your driving style and a number of other factors.
Base DPS should be treated in the same way. Look at all the stats when you are selecting a weapon. Know how you are going to use the weapon. Don't believe that base DPS is an accurate statistic. It's not meant to be.
This thread started out with a friendly warning not to be too focused on base DPS. For weaponsmiths, however, DPS is a decent stat for comparison purposes. We use it to determine how to make weapons better and that's about it.
If max damage is what works for you then great. Have all your weapons custom made and you'll be happy. In the meantime, we do appreciate all the data you are collecting about combat, but you might want to take more time to think about the tests you are running.
My data was based on tests against other players (my alt and some friends) where I knew all the accruacy and defense mods as well as the stats of the weapons and took into account the 30% damage reduction for PvP. In all tests I was able to predict the damage done for the base attack (ie. ranged shot, etc) to within about +/- 10 damage, also CL levels didn't matter in PvP.
Now it MAY work different for PvE and the level difference is definitely having an effect on damage as well as the unknown factors of defense and armor stats against certain damage types (not even sure there are any). With Pve there are just too many unknown variables to come to a conclusion but for PvP my formula definitely works and SHOULD be somewhat close to what happnes in PvE for BASE damage.
Vade_WS wrote:
It really shouldn't be surprising that the devs aren't telling us everything about the combat system. There is a lot we don't know.
Now, please don't take the following the wrong way, but have you tried to make sure your tests are unbiased? There are a number of implicit assumptions in your tests that might reinforce your conclusion. Have you tried to come up with scenarios that would test for min damage? I've noticed that you haven't stated your character's stats. Your speed, defense, and accuracy mods all matter. I'm assuming that since you aren't dying when attacking a CL81 creature then you are CL80. Perhaps min matters more for a weaker character? Have you tested that?
Yathat is true, the devs don't spell out how their systems work (or don't work), it's left to us to gather data & sort it out.
As for the test I did, I thought it was pretty decent. One of the carbines had a Max damage double its Min, another was triple... big difference there!if actual damage output was based on Mindamage in any fashion, here is where it should show up.But no, once again Minis AWOL. Well not AWOL... the number is there, being figured into 'Estimated Base DPS' for our shopping convenience, but having no effect when it comes to, you know,actually damaging stuff.
I'm done testing this one..it's clear that Max damage is doing the work, whether you're shooting a lair or a CL 81 mob.If someone finds out that Min damage starts making a difference when you shoot a jedi knight20 levels above you, wearing an exotic leotard and abackpack full of prenerf melons, great... I'll make a note of it =)
max weapon damage * special multiplier * accuracy reduction modifier * Level difference reduction multiplier.
I’m not entirely sure how the accuracy and CL reduction multipliers work, but as far as I can tell they cap at 1 (no change in damage) and they only work to reduce your base damage (max damage * special multiplier) In the case of the CL reduction it is always 1 if the mob is a lower CL then you.
I tested with two weapons and two specials, ranged shot and the master head shot. With my rifle against a mob with a lower cl then me and an accuracy of 274 it looks like both my reductions are 1 and my damage is just max damage * special multiplier.
So with my 1185 damage rifle and 274 accuracy I get
1185 damage with ranged shot, exactly 1 times my max damage
2133 with head shot exactly 1.8 times my max damage
Then using my 778dam pistol with 217 accuracy I get
741 damage with range shot which is .952 my max damage
1334 damage with headshot which is 1.71 my max damage
So I respec some skills and up my accuracy while holding a pistol to 257 and I get
772 damage with range shot which is .992 my max damage
1389 damage with headshot which is 1.78 my max damage
It looks like the only important numbers for damage are a weapons max damage, your accuracy and the CL difference .
Message Edited by ObiQuixote on 05-22-2005 12:58 AM