Weaponsmith Archive

Thread: Component experimentation thoughts

Vade_WS
Thu Apr 28, 2005 10:15 am
#1

Well, I already know that speed is what we want to experiment on for components (at least ranged), but I was messing around with some numbers anyway.

The basic formula for DPS is (min+max)/(2*speed).

Playing around this morning, I found that many of my advanced ranged components have base stats of 14-39 damage with -0.33 speed. That is, of course, before experimentation. From Dex're's notes, I'm going to assume that the max stats for an advanced ranged component is 30-60 with -2.0 speed.

Just for comparison purposes, I'm using the following as a modified DPS formula (let's call it cDPS) for these components: (min+max)/(2*(2.1-speed))

First let me note that cDPS is not additive to the final product, so don't use it for anything other than comparing components.

Let's take a look at 4 components:
#1: base with no exerimentation = 14-39, -0.33 (avg dmg = 26.5)
#2: all damage then speed exp = 23-48, -0.91 (avg dmg = 35.5)
#3: all damage, no speed = 23-48, -0.33
#4: all speed then damage exp = 17-43, -1.75 (avg dmg = 30)
#5: all speed, no damage = 14-39, -1.75
#6: assumed max (using krayt) = 30-60, -2.00 (avg dmg = 45)

This gives a cDPS for each as follows:
#1: cDPS = 14.97
#2: cDPS = 29.83
#3: cDPS = 20.06
#4: cDPS = 85.71
#5: cDPS = 75.71
#6: cDPS = 450.00

It's obvious from these calculations that speed is the most important stat for ranged components. Component #5 outperforms components #1-#3.

OK, so you might be asking "So, you've just confirmed the obvious. So what?"

Let's assume you are making a carbine and the final stats with component #1 are 200-500 with speed 3.0s.

DPS for carbine using components, assuming no cap on damage or speed:
#1: 200-500, 3.00s, DPS = 116.67
#2: 209-509, 2.67s, DPS = 134.46
#3: 209-509, 3.00s, DPS = 119.67
#4: 203-504, 1.58s, DPS = 223.73
#5: 200-500, 1.58s, DPS = 221.52
#6: 230-560, 1.33s, DPS = 296.99

The intersting thing is component #5 where damage is not experimented on: it has nearly the same DPS as component #4.

The rule-of-thumb I've seen mentioned is to experiment on speed then damage for components. But, the above figures lend some weight to the argument of experimenting on speed then SAC.

Of course, if you have krayt tissues you are probably going to max out damage and speed on your components which leaves you with plenty of points to experiment on SAC. But if you don't have the tissues, I hope I gave you something to think about.




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...
Willbaby
Thu Apr 28, 2005 10:22 am
#2

yup atm im focusing on pure Dps as i know thats all a customer will be looking at for the first few weeks , once im restocked im going to play around with Sac as much as possible tho, but again it seems like exping it doesnt reduce the cost so much on components , about as little as what damage is increased per point .
everything ive made so far the highest dps has been achived by using components maxed for speed first then the final build with all points into damage first.
when im abit more savy on slicing ill be playing around with the idea of using enahncements to free up skill points for Sac if i know i will still be able to cap the weapons stats with a nice slice .




Alita'GSA
12pt Master(Very Bored) Weaponsmith.
[Alita']s Weapons - Imperial Outpost Talus @ Wp[-1960 2170]
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