Hey, look, on example:
Let’s imagine that we have a railgun with dmg amounting to 1000, rate of fire 150 shots/min. It overheats in 10 sec. and cools down in 2 sec.
Damage - Х
Time till overheat - Y
cooldown - Z
Rate of fire modifier (in percent, by default - 1) - В
Formula:
Dps (final) = dps (base)*В*Y/(Y+Z)
Dps (base) = X*150/60
Thus, if we use figures:
1st case, if there’s no rate of fire modifiers:
Dps (final) = 1000*150/60*1*10/12=2083,333
2nd case, 10% mod:
Dps (final + 10% rate of fire mod) = 1000*150/60*1,1*9/11 = 2250
AS you can see your dps still increases.
And this is all in almost direct correlation - +10% rate of fire, +10% overheating and +10% Dps.(there can be some fluctuations, yes, as YZ may vary for different weapons)
uhm, how can DPS increase if overheating is increased?..
it decreases… you get more burst damage… but you get less DPS…
plus, i dont think your calcs include the lower time to overheat… you didnt mult/divide Y when adding it to Z :\
let H = time to overheat (seconds)
let C = cooldown (seconds)
let R = rate of fire multiplier (default:1)
let D = base damage
DPS = (H/R)(DR) / (H/R+C)
as you can see, the first part, you can cancel our R (rof completely) since it modifiers overheat.
DPS = HD / (H/R+C)
and the reason it goes up in game is because the in-game calcs don’t take cooldown into account.
overall DPS actually goes down because of cooldown being a larger percentage of total now.