Weaponsmith Archive

Thread: Why Weaponsmith should consider a DPM (Damage Per Minute) approach instead of DPS.

DarkOsto
Tue Jun 07, 2005 5:57 am
#1

I'm a +12 MWS from Radiant and posting on an alt forum account because my main one is bugged. I play Precision on Radiant.


I recently had to grind out my Master Ranger character who also has Master Rifleman. I made some really nice Krayt Advanced Laser Rifles for my ranger, and I noticed when I made them, I was able to achieve higher min/max damage with an approach in making the lowest SAC Laser Rifle possible. The Adv. Laser Rifle caps at 82 Special Action Cost (SAC).


I also made myself some -28% SAC reduction powerups, and my laser rifles now have 59 SAC. With just taking Blob Candy, because it lasts so long, I was able to kill most creatures to harvest and get my needed scout xp before they even got to me to do any damage.


I first used the Aim Special, then the Snare Special, then alternated between the two hardest hitting Rifleman Specials. My action bars rarely moved lower than 70% and I was able to kill a creature at a time VERY quickly, because I always had plenty of action.


The point I'd like to get across is a DPM (Damage Per Minute) Philosophy vs. maxxing out DPS. All of us who have played around with DPS experimentation know DPS biggest boost comes from getting the lowest speed possible on a weapon. However, if you use a stock to lower the SAC and a scope to improve the accuracy, both of these two components bring down DPS. But, IMHO, they have big pay offs. When I use a scope, I improve my weapons from +1 to +13 Accuracy, this is a 1300% improvement!


We all also know that experimenting in the damage line on components yield little gains, experimenting into speed has HUGE gains in respect to the final DPS, but you can really lower the SAC of your components if you max out this line first and the impact on the final weapon is really awesome. Rifles cap at 82 SAC, Carbines at 73 but pistols are little tricky to still max out damage but you can get them down to around 77 to 79 SAC as well.


When I was making high DPS Lasers, they came out 135 SAC. This drained my action pool pretty significantly when I used such a weapon. Using a higher min/max damage laser, with +13 Accuracy and 59 SAC with my powerups, I did more DAMAGE PER MINUTE compared to a max DPS rifle with 135 SAC because I always had action to fire off my specials. When I used a jacked up DPS laser, I would run out of action and have to use the low end attacks that don't require a lot of action, which really impacts the true amount of dps a weapon can do.


I think the payoff of a DPM approach instead of DPS is something we should all try out, and once you see the incredible benefit in PVE and PVP, your server will really enjoy SWG that much more.


Any feedback is of course welcome to my commentary. Thank you for checking out my thread.
XrioT
Tue Jun 07, 2005 6:04 am
#2

I agree 100%. My experiments posted in the 'True Damage vs. SAC Comparison' thread demonstrate that its all about making a weapon that can go the long run, and to do this you need to focus on a good damage/sac ratio that maximizes the damage per action cost. The speed is very decieving because although it increases damage per second, it also decreases damage per minute because the ability to use specials faster depletes the action bar more rapidly.


/cheers


DarkOsto
Wed Jun 08, 2005 5:57 am
#3

bump
samijx
Wed Jun 08, 2005 6:57 am
#4






DarkOsto wrote:

I'm a +12 MWS from Radiant and posting on an alt forum account because my main one is bugged. I play Precision on Radiant.



The point I'd like to get across is a DPM (Damage Per Minute) Philosophy vs. maxxing out DPS. All of us who have played around with DPS experimentation know DPS biggest boost comes from getting the lowest speed possible on a weapon. However, if you use a stock to lower the SAC and a scope to improve the accuracy, both of these two components bring down DPS. But, IMHO, they have big pay offs. When I use a scope, I improve my weapons from +1 to +13 Accuracy, this is a 1300% improvement!



Any feedback is of course welcome to my commentary. Thank you for checking out my thread.





Good post with some real solid reasoning, but I'd like to comment/clarify the outlined statement. Although you raise the accuracy of the weaponfrom +1 to +13, that's not a 1300% improvement. Your accuracy is a combination of general ranged accuracy, weapon accuracy, and your proficiency in that particular weapon. Your accuracy might be+191 witha +1 accuracy rifle (Master Rifleman as your only combat profession), and +203 with the +13 accuracy rifle, for an improvement of6.3% (Still a signifficant value) but I don't want that extra 12 points of accuracy to be overstated.








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

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
Blackmoore
Wed Jun 08, 2005 7:33 am
#5

With DPM you also have to take into effect misses. Therefore accuracy is important. I think accuracy and SAC are both important. Then maybe speed. I posted a thread questioning the action regen formula too. I hope we can get some numbers from this to make some better crafting decisions as well. Great post and I love everyone coming up with good data and ideas.



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