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  1. #1

    how do you determine a weapons DPS?

    title says it....how do you determine a weapons DPS?

  2. #2
    Quote Originally Posted by billieyklepto View Post
    title says it....how do you determine a weapons DPS?
    i do it by watching me damage numbers

    if i can crit 50k on the warmaster with a sniper rifle that fires a couple rounds a second

    and i can crit round 5250 with an incindiery needler that fires 26.2 rounds a second,i do this in me head:

    sniper rifle = 2x50k=100k dps (if im lucky)

    needler= 5250x26.2= 137550 (easy)

    see what i mean?


    finally killed warmaster once,7/13/2014,twice on 7/15/2014,again on 9/8/2014

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    Hi Moof........
    [*]We gave out the Defiant Few Recon Gear Outfit for free via a code.[*]Once that code expires for all regions, we will enable both the outfit and the helmet on the Defiant Few Vendor in game. (just like how we tested that event on PTS several weeks ago).

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  3. #3
    dmg x fire rate = basic dps. other things like reload and round count can help calculate a more exact dps
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  4. #4
    ok thanx guys.

  5. #5
    Member Logain's Avatar
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    Quote Originally Posted by billieyklepto View Post
    title says it....how do you determine a weapons DPS?
    Dux’s DPS Calculator. Check out Math Tab. Feel free to download.

  6. #6
    Quote Originally Posted by Logain View Post
    Dux’s DPS Calculator. See signature. Check out Math Tab. Feel free to download.
    Be very careful about using that calculator. I took a quick glance at it and some of his calculations are correct, but he is ignoring so many mechanics that the numbers the calculator generates are essentially 100% useless as they have nothing to do with what the guns actually do ingame.

    He also uses wrong base numbers for some example guns so I don't think he knows that much about the workings of the game.

    I may clean up and release my calculator at some point. It takes everything into account, but that makes it less user friendly since some of the fields might seem random if you don't know the mechanics.


    EDIT: Screenshot just so you can see the complexity when you take everything into account:




    Some notes:
    Since your guns might not always have the same EGO, and the EGO level formula is unknown, this uses on-card damage instead of base damage. It calculates base stats based on what damage modifiers and nano is on the gun. It does this since you need those numbers to properly calculate changes in damage modifiers.

    This calc is designed to allow me to help choose mods and even what rolls I ideally want on a gun. The green fields are meant to be modified to see effect.

    Since this is a personal tool it assumes weapon lv 20, so those numbers are baked into the calculations and not visible.

    The way I use this is fill in yellow and green fields to get current DPS of a gun, then I can modify the green fields to see the effect of different rolls, mods, etc.

  7. #7
    Don't forget that other misc things like armor breaking and element mods also significantly affects DPS anyway. Among other things like the appropriate range for specific weapons.

  8. #8
    Quote Originally Posted by Lyokira View Post
    Don't forget that other misc things like armor breaking and element mods also significantly affects DPS anyway. Among other things like the appropriate range for specific weapons.
    yep, though that is after the bullet leaves the weapon, and changes from situation to situation. you could of course add stats like nano effectiveness etc to a calculator; I didnt for my personal one since the game hates anything that isnt bio anyways.

  9. #9
    Quote Originally Posted by Alexri View Post
    yep, though that is after the bullet leaves the weapon, and changes from situation to situation. you could of course add stats like nano effectiveness etc to a calculator; I didn't for my personal one since the game hates anything that isnt bio anyways.
    I'm just implying that plain DPS isn't enough to determine which gun is best for which situation.

  10. #10
    Member Logain's Avatar
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    Quote Originally Posted by Alexri View Post
    Be very careful about using that calculator. I took a quick glance at it and some of his calculations are correct, but he is ignoring so many mechanics that the numbers the calculator generates are essentially 100% useless as they have nothing to do with what the guns actually do ingame.
    I disagree that it is 100% useless. It has always been use at own risk and only uses only card data. It would be very difficult to code in a the effect of this gun versus x number of armor plates or versus this enemy's type of shield or this enemy's type of nano resistance. AND different nanos have different malices and buffs against shields or non-shields. So for the sake of simplicity this has been left out. BUT it is easy to calculate by hand and adjust the Damage accordingly if you so desire for your specific case.

    Quote Originally Posted by Alexri View Post
    He also uses wrong base numbers for some example guns so I don't think he knows that much about the workings of the game.
    Original base values were taken from DefianceData. Values might have changed because at one point anyone could make changes to the spreadsheet before I had to lock it from people screwing up the formulas. (EDIT: Just double checked base values from Defiance Data again and they were correct. Added Links to weapons for transparency).

    As far as base numbers for guns. Which one/s are wrong so I can fix them? It is very hard for me to find EGO 1 level guns.


    Quote Originally Posted by Alexri View Post
    Some notes:
    Since your guns might not always have the same EGO, and the EGO level formula is unknown, this uses on-card damage instead of base damage. It calculates base stats based on what damage modifiers and nano is on the gun. It does this since you need those numbers to properly calculate changes in damage modifiers.
    By the way card data already reflects damage modifiers, as well as any bonus rolls for that particular gun. Cool trick put on a Fire or Radiation mag and the card automatically updates the damage number after you already added it on. I am surprised you did not know that.

    Quote Originally Posted by Alexri View Post
    Since this is a personal tool it assumes weapon lv 20, so those numbers are baked into the calculations and not visible.
    Bonuses you have with weapons that include reload time, damage increase, crit mul increase etc. are already reflected in card data that you see (of course rounded). For example for a base Wolfhound the crit mult is 4.0. With the 5% increase to crit mult obtained by leveling pistols the crit mult becomes 4.2. So every wolfhound with the minimum crit you pick up will have 4.2 reflected on the card.

    Quote Originally Posted by Alexri View Post
    EDIT: Screenshot just so you can see the complexity when you take everything into account:

    Now we know TRION uses funny math when applying bonuses. Easiest way to demonstrate is to give an example. If a gun has a 4.0 crit mult and a x1.15 and a x1.25 crit mult rolls the crit is: 4*(0.15+0.25)+4 = 5.6. AND NOT 4*1.15*1.25 = 5.75. Damage, reload, mag, and fire rate bonuses are applied in the same way. Not my math just the way Trion does it.

    Finally I think you are over thinking your nano modifer. Which I am assuming you got it from here. The -10% malice you see is only comparing a the exact same gun (EGO level and all) bio version and a non nano version. The difference is already seen in the card damage when you inspect the gun and no need to make further adjustments.

    EDIT: I do like the term "Sustained DPS" over advanced and will make changes spreadsheet to reflect change. Thanks for making my spreadsheet better.

    Quote Originally Posted by Alexri View Post
    <snip> so I don't think he knows that much about the workings of the game.
    Also this^ Not cool.

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