2 hours ago, ORCA1911 said:
Base stats are base stats, crit math is so simple im kinda surprised to see this suggestion…
Cool, then you can be the one to write the spreadsheet for all ships, guns, weapons, ammo and implants? I’ll expect it on my desk by Monday, 5AM.
It’s on wiki.
Also rails are really OP when combined with gunships and ROF stat modifiers, coz extra crit stuff 
2 hours ago, ORCA1911 said:
It’s on wiki.
Unsourced citation, 20 infraction points.
Not including Crits in DPS calc? Priceless.
For everything ‘unique’, there’s Mastercard.
Crits might be more interesting if there were more abilities that proc when they happen.
As far as I know, there’s just the 0.08% cooldown reduction on Dart modules for every projectile that crits with the Quantum Railgun?
6 hours ago, OmegaFighter said:
To me it matters just in one way, once I reach more 100% Critical Damage, 10% Crit Chance > 10% Main weapon damage, in any other way it does not matter to me.
That’s not even true.
Because 10% weapon damage increases the critical damages too.
Example : 100% crit, 50% crit damage, 500 base damage.
Base dps : 500 * 1,5 = 750
With 10% weapon damage : 550 * 1,5 = 825
With 10% Crit damage : 500*1,6 = 800
10% weapon damage > 10% Crit damage
49 minutes ago, Swifter43021 said:
10% weapon damage > 10% Crit damage
It should always be greater if crit chance * crit damage is less than 100%.
Let D = damage percent increase, E = crit damage percent increase, C = crit chance, B = crit damage
If CB < 100%, then:
(1+D)(1+CB) > (1+C+E)B
(1+0.1)(1+0.5*1) > (1+0.5+0.1)*1
1.65 > 1.6
Something like that.
Then comes into the equation damages buffs.
Such as Predator instinct, which is a 15% weapon damage buff.
The complete equation is :
DPS = (base_damage * 1 + weapon_damage / 100) * (1 + crit_chance / 100 * crit_damage / 100)* (1 + damage_buff / 100)
[@Swifter43021](< base_url >/index.php?/profile/244300-swifter43021/) Base damage can always be 1 (100%) as a base value, so it’s not required for these calculations. /100 also isn’t required as percentages can be represented as fractions (/100).
DPS_Fraction = (1+D)(1+CB)
DPS_Fraction = (1+Damage_Increase_Percent)(1+Crit_Chance*Crit_Damage)
Will result in a fraction, which represents the total DPS compared to base damage. ie: 1.65/1.60
But yea, to calculate actual DPS, you still need the precise base damage value.
I know. That’s just a more readable formula. Remember that here some said they don’t understand maths.
[@MightyHoot](< base_url >/index.php?/profile/256206-mightyhoot/) We do consider those and projectile velocity is a stat. You’re speaking of theoretical DPS. The better question is, why are you not concerned about crit damage not being calculated as DPS, when it obviously should, because it is part of DPS. Star Conflict is the only game that doesn’t, this is universal.
SC is also the only game without autopilot, we should totally get that too so the game can play on itself alone while we enjoy a good night at a bar or something.
20 minutes ago, ORCA1911 said:
SC is also the only game without autopilot
Barometric/Radar Altitude hold, Alt/Roll Hold, Heading Hold, Auto-Thrust, or Waypoint/Route mode? That’s all auto-pilot really does. Ah, it also works in conjunction with VLS for assisted landings. Try DCS World (Digital Combat Simulator).
Off-topic: There’s a funny video which will introduce you to the complexity of it. However, there are better gameplay vids.
6 hours ago, Swifter43021 said:
Then comes into the equation damages buffs.
Such as Predator instinct, which is a 15% weapon damage buff.
The complete equation is :
DPS = base_damage * (1 + weapon_damage / 100 + crit_chance / 100 * crit_damage / 100)* (1 + damage_buff / 100)
5 hours ago, Swifter43021 said:
I know. That’s just a more readable formula. Remember that here some said they don’t understand maths.
Oh the irony, considering this formula is wrong 
11 minutes ago, Swifter43021 said:
Oh, nice fail. Fixed
All dmg buffs/debuffs are applied on BaseDamage, this includes implants, ship modifiers and all active buffs in battle like Valk, Predator and Captains buff in combat recon
No way. All the buff in game are based on the values of the ship after the builds.
Why would speed buff be based on the final values, but damage buff based on the raw value ? That doesn’t make any sense.
2 minutes ago, Swifter43021 said:
No way. All the buff in game are based on the values of the ship after the builds.
Why would speed buff be based on the final values, but damage buff based on the raw value ? That doesn’t make any sense.
Maybe the speed is the one that does not make sense  and we should write a bug about it ”)
But it’s weird that damage buff is based on raw damage.
That would make Rate of fire build much more powerful then damage builds while damages builds suffers from a huge lack in energy.
2 minutes ago, Swifter43021 said:
But it’s weird that damage buff is based on raw damage.
That would make Rate of fire build much more powerful then damage builds while damages builds suffers from a huge lack in energy.
It is best to combine, keep in mind that Rate Of Fire builds reduce your firing cycle, while cool down cycle stais the same, and overheat/cooldown ratio is very important in dmg calculations too.
8 minutes ago, xKostyan said:
It is best to combine, keep in mind that Rate Of Fire builds reduce your firing cycle, while cool down cycle stais the same, and overheat/cooldown ratio is very important in dmg calculations too.
But for ships such as Command or Covert ops, or any classes with a self bonus damage, they would loose too much by using damage build.
And there’s shared coolers if needed.