Weapon "Damage Per Second" Is it Accurate?

I’m questioning how accurate the DPS (Damage Per Second) rating is on these weapons. I believe in order for it to be accurate it should take into account the overheating of a weapon. I don’t think it currently does that.

It doesn’t.

it does not calculate Critical chance nor Critical DMG modifiers as well

DPS of Ion Beams and Heavy Blasters are plain wrong as well.

It doesn’t.

it does not calculate Critical chance nor Critical DMG modifiers as well

DPS of Ion Beams and Heavy Blasters are plain wrong as well.

DPS on ion beams are calculated for initial hit, before heating (i deal 300 initial hit, then 2100 after 1.5 second of frying target in pve), I believe that Heavy Blasta have those with initial ROF before speed up.

I think because of luck involved with critical hits, it is probably fine to exclude those. Although it would be nice to see a stat that shows “Estimated damage with critical hits” and it could calculate XX% of hits as critical.

 

I just want to know more for weapons like the Shrapnel Cannon because it feels like I have to shoot every 3 seconds in order to keep it from overheating. Taking that into account, the DPS would be a fraction of what it shows.

I guess to clarify, DPS is useless and should be adjusted to represent the DPS during a 60 second duration and then reflect the average actual DPS.

DPS on ion beams are calculated for initial hit, before heating (i deal 300 initial hit, then 2100 after 1.5 second of frying target in pve), I believe that Heavy Blasta have those with initial ROF before speed up.

That is exactly why DPS values for these 2 weapons are skewed, the worst part, for new people it is impossible to know how much more dps they get out of Ion or HwyB when they get to the maximum dmg output stage of firing. It is not in a description.

 I know from Q&As that HwyB fire rate goes to 270 shots per minute and is affected by fire rate modifiers on both end. But i still did not find an answer for Ion beam, how much more dmg does it do, how is it scaled with dmg multipliers/modules and what is a overheat value that will transit you into higher dmg state.

I guess to clarify, DPS is useless and should be adjusted to represent the DPS during a 60 second duration and then reflect the average actual DPS.

Not really.

First off, as Kosty says: it just calculates the average damage over time with the gun shooting nonstop, hitting it’s target 100% with all shots and 0 resists.

It’s just a stat to use if you want to do maths for different setups. I personally look at other stats for example more than DPS.

There are many reasons why not to actually complicate things really: overheating as you said, enemy resists, missing the target, maybe more.

The only part i find that stat really useful above the others is to compare the different weapons among themselves, but even that is vague.

Here’s the real main weapon DPS numbers for T3 inties without any ship, role, implant or module bonuses, ignoring laser warm-up time (takes only one shot anyway) and assuming optimal range:

(edit: table removed after noticing overheat numbers for lasers as listed in game are incorrect)

Now all you have to do is get that theoretical damage on target for it to matter.    :ph34r:

Lasers FTW!

Pulse Laser T3 Mk.III High-Frequency Oscillator T3 Mk.III Dmg till overheat 8023 

DPS: 1337! This shows that lasers are clearly the way to go!

Well spotted, you got right to point.  :lol:

Without taking into account the resistances of the enemy i’d say DPS is kinda pointless

Yeah, one of my ships have shields with more em resist than kinetic resist

It is hard to get a 100% accurate DPS value. The value is influenced by critical hit chance, critical hit damage, overheating/cooling, hit chance.

Taking all of these into effect is not possible because the last one is different for each player and the rest is random so you cannot really predict when you will get a critical hit.

Does hit accuracy still play a role?  I remember the damage used to scale based on accuracy.

It is hard to get a 100% accurate DPS value. The value is influenced by critical hit chance, critical hit damage, overheating/cooling, hit chance.

Taking all of these into effect is not possible because the last one is different for each player and the rest is random so you cannot really predict when you will get a critical hit.

All that can be calculated. If your critical hit chance is 5% your dps is influenced by exactly that amount. The real reason theoretical dps will always stay, well, theoretical, is because the main hurdle is to actually hit the target with it. Miss one shot (or in the case of the weapons with sub-munitions even just part of one) and the numbers will be off.

Still, it’s a useful metric among many to compare the potential impact of weapons. In particular the synergy between implants, modules, ammunition and the weapons proper can be hard to grasp otherwise (e.g. +crit chance vs +crit damage).

DPS is just the RAW amount of potential damage you can do if all resistances are 0.

For example my Damage per shot is like 600
i never really do 600 its around either 300 or 550+ sometimes more if the target resistance is actually in the negatives.

thats pretty much it with dps.

Crits are random so its impossible to really take crits into account, with spread etc,

DPS is just the RAW amount of potential damage you can do if all resistances are 0.

For example my Damage per shot is like 600

i never really do 600 its around either 300 or 550+ sometimes more if the target resistance is actually in the negatives.

thats pretty much it with dps.

Crits are random so its impossible to really take crits into account, with spread etc,

If your dmg per shot is 600 and target has negative resistance to your type of dmg, you will do more then 600 dmp per hit (ignoring signature masking, explosion dmg and such)

Don’t forget the charge and aiming effects of positron, or the detonation accuracy of coil mortar.  I don’t think guass has the aiming affect of positrons.  In any cause, I do wonder about the crit chance vs crit damage bonus.  Most of the weapons have such different mechanics that it’s more about boosting the weapon rather than potential DPS.

Are they gonna fix the accuracy of the information anytime soon?

Are they gonna fix the accuracy of the information anytime soon?

Information they provide is accurate, it is just that a pilot has to take into consideration additional values that are not included into DPS value

If i recall correctly there are 3 values that are not listed and every one has to know the mechanics to figure total dps:

  • Ion Beam *fighters lazors" - gradually ignores 100 targets resistances (I think you have to be on target for 1.3 seconds to reach maximum value)

  • Hwy Blaster, gradually increases fire rate during continuous firing, reaches 270 shots per minute after 1-2 seconds of firing (don’t remember the value)

  • Beam Canon, frigs lazors - gradually increases dmg, dmg scales with overheat level. I think it reaches maximum dmg at about half overheat or 2/3 and i still don’t know how much dmg it gains :slight_smile: