Well my question is regarding the raw dps indicators on the some weapons, namely heavy blaster, ion emitter, meson cannon, and possible the skah’ra launcher or whatever it’s called! ( sorry ).
Issue is as I add shred cooler etc, basically modifiers that reduce heating rate of these weapons, the dps increases as I add these stuff, I’ll post pics as soon as I can, so:
is this intended?
If yes to 1. So does it mean that these weapons don’t actually reach their full firing rate or effect ( incase of ion emitter )?
How long does it take? Thou on ion emitter it is specifically written that the max effect reaches in 1.8 seconds, then why is their dps increase with increase in overheating time?
what about variable rate of fire weapons? How long do they take? If I consider my own experience with these weapons, fire rate or the sound of it seems to reach max within 3-4 seconds, then how come dps increases further off?
All this is making me think that the dps calculations are rather average of the firing damage calculated over the weapons period of firing to its overheat? Or the values are just skewed and bugged?
That definitely shouldn’t be happening, as cooling rate doesn’t effect damage in any way. Though it is always a good idea to have a shared cooler on your Sk’Rah so you can fire at max RoF indeffinitely.
Shared coolers increase the average dps because some variables are progressive (usually RoF).
Values don’t show the DPS at maximum RoF, they show the DPS of the full cycle.It is the total of damages done until it overheat divided by the time to overheat.
Which mean that if they last longer at maximum RoF (thanks to shared coolers), this value increase.
Shared coolers increase the average dps because some variables are progressive (usually RoF).
Values don’t show the DPS at maximum RoF, they show the DPS of the full cycle.It is the total of damages done until it overheat divided by the time to overheat.
Which mean that if they last longer at maximum RoF (thanks to shared coolers), this value increase.
Well my question is regarding the raw dps indicators on the some weapons, namely heavy blaster, ion emitter, meson cannon, and possible the skah’ra launcher or whatever it’s called! ( sorry ).
Issue is as I add shred cooler etc, basically modifiers that reduce heating rate of these weapons, the dps increases as I add these stuff, I’ll post pics as soon as I can, so:
is this intended?
If yes to 1. So does it mean that these weapons don’t actually reach their full firing rate or effect ( incase of ion emitter )?
How long does it take? Thou on ion emitter it is specifically written that the max effect reaches in 1.8 seconds, then why is their dps increase with increase in overheating time?
what about variable rate of fire weapons? How long do they take? If I consider my own experience with these weapons, fire rate or the sound of it seems to reach max within 3-4 seconds, then how come dps increases further off?
All this is making me think that the dps calculations are rather average of the firing damage calculated over the weapons period of firing to its overheat? Or the values are just skewed and bugged?
Yes
No, since these guns have variable dmg output, number you see in weapon stat is using some formula that includes into account time-to-overheat_vs_cooling-time ratio, so by using anything that increases time to overheat will reflect as increased dps
No, since these guns have variable dmg output, number you see in weapon stat is using some formula that includes into account time-to-overheat_vs_cooling-time ratio, so by using anything that increases time to overheat will reflect as increased dps
see 2)
can’t remember actual time
not bugged
afaik does overheat time only cahnges the shown DPS on Ion emitter since ressistances reduction over time and every weapon with increasing ROF, it didn’t affect weapon like Beam Cannon which have a constant ROF and no other boni
afaik does overheat time only cahnges the shown DPS on Ion emitter since ressistances reduction over time and every weapon with increasing ROF, it didn’t affect weapon like Beam Cannon which have a constant ROF and no other boni
Yeah, i was talking about the guns OP mentioned, only variable dmg guns have averaged DPS number in stats
1 hour ago, xKostyan said:
No, since these guns have variable dmg output , number you see in weapon stat is using some formula that includes into account time-to-overheat_vs_cooling-time ratio, so by using anything that increases time to overheat will reflect as increased dps
Then you would be required to calculate the DPS constantly for min and max RoF (and probably average as well) to compare guns with dynamic dps…that ofc differs on RoF and dmg per shot (like HB hitting “slow” but “strong” shots compared to sk rah with fast and weak shots).
BTW what swifter meant is that the weapon has a certain % of the total fire time for the spin up time and max RoF. If you increase overheat time, spin up time will maintain in terms of seconds, but max RoF will increase, therefore the % of time with max RoF will increase and % of spin up time will decrease. Lets say you have 10 secs total to overheat, 2 secs to spin up (20%) and therefore 8 (80%) secs are at max RoF. If your overheat time increases to 15 secs, 2 secs (for spin up) will be equal to 13,3% and the rest (max RoF) will be 86,7%. More % of time at max RoF = more average dps through the entire fire cycle.
Then you would be required to calculate the DPS constantly for min and max RoF (and probably average as well) to compare guns with dynamic dps…that ofc differs on RoF and dmg per shot (like HB hitting “slow” but “strong” shots compared to sk rah with fast and weak shots).
BTW what swifter meant is that the weapon has a certain % of the total fire time for the spin up time and max RoF. If you increase overheat time, spin up time will maintain in terms of seconds, but max RoF will increase, therefore the % of time with max RoF will increase and % of spin up time will decrease. Lets say you have 10 secs total to overheat, 2 secs to spin up (20%) and therefore 8 (80%) secs are at max RoF. If your overheat time increases to 15 secs, 2 secs (for spin up) will be equal to 13,3% and the rest (max RoF) will be 86,7%. More % of time at max RoF = more average dps through the entire fire cycle.
I suppose so, that might explain the increase in dps figures, and so this closes this topic. Thanks guys for all the answers! Much appreciate it!
The weapons damage indicator does not make sense actually. For some reason it is not corresponding to experience in game. Only if numbers are really different like 2000 to 6000 you get it right. A weapon that says it does 2800 dmg might easily be doing less damage than a weapon that does 2300.
The weapons damage indicator does not make sense actually. For some reason it is not corresponding to experience in game. Only if numbers are really different like 2000 to 6000 you get it right. A weapon that says it does 2800 dmg might easily be doing less damage than a weapon that does 2300.
It also varies depending on accuracy, number of turrets, modifiers, etc.
A number shown in the shop will only display stats for one turret with no implants or modifiers.
You must also take in to account resistances. If there is an EM weapon that deals 1000dps to a target with 10% resist, it will show less damage dealt than a thermal weapon with 1000dps on a target with 0% resist.
It also varies depending on accuracy, number of turrets, modifiers, etc.
A number shown in the shop will only display stats for one turret with no implants or modifiers.
You must also take in to account resistances. If there is an EM weapon that deals 1000dps to a target with 10% resist, it will show less damage dealt than a thermal weapon with 1000dps on a target with 0% resist.
That and also explotion modifier. There are too many variables in stake…but if you find yourself dealing equal or higher dmg than what your weapon stats say, then the enemy (player) is using a terrible build.
That and also explotion modifier. There are too many variables in stake…but if you find yourself dealing equal or higher dmg than what your weapon stats say, then the enemy (player) is using a terrible build.
Or you tackled an inti with no hull strength due to speed/energy mods, guass cannon target painter r11 implant and they already have -5 resist on the hull for kinetic damage and you charged up your weapon so that it deals more than the “dmg” number
Well my question is regarding the raw dps indicators on the some weapons, namely heavy blaster, ion emitter, meson cannon, and possible the skah’ra launcher or whatever it’s called! ( sorry ).
Issue is as I add shred cooler etc, basically modifiers that reduce heating rate of these weapons, the dps increases as I add these stuff, I’ll post pics as soon as I can, so:
is this intended?
If yes to 1. So does it mean that these weapons don’t actually reach their full firing rate or effect ( incase of ion emitter )?
How long does it take? Thou on ion emitter it is specifically written that the max effect reaches in 1.8 seconds, then why is their dps increase with increase in overheating time?
what about variable rate of fire weapons? How long do they take? If I consider my own experience with these weapons, fire rate or the sound of it seems to reach max within 3-4 seconds, then how come dps increases further off?
All this is making me think that the dps calculations are rather average of the firing damage calculated over the weapons period of firing to its overheat? Or the values are just skewed and bugged?
buh. cooler for killing frigates or carving through a team. not mandatory but it makes a difference at cracking shields. for smaller ships vernier makes a bigger difference.