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  • 1
Gogge

A Web Based Dps Tool!

Question

Gogge    63

The site is now updated for Damage 2.0!

 

The damage/level table has been replaced with the damage to specific enemy types (Ancient Disruptor, Grineer Napalm, Corpus Tech, and Corpus Moa), mouseovering the specific enemy type shows the vulnerabilities.

 

You can now also sort weapons based on damage to the enemy types (Ancient, Napalm, etc.).

 

Mouseovering the weapon stats table shows the original stats (for comparisons).

 

Not a big update feature-wise, but a ton of testing in-game and in the code. Next update will probably be about adding sentinel weapons, the one after that will likely be fixing page load times, and then perhaps adding more details in tooltips (any ideas are welcome).

 

Original post:

---

 

I've been using a spreadsheet to get a feel for how weapons perform, and how mods affect DPS. But it started becoming a bit of a pain to update/change mods around, and it felt kind of limited. So I tried to fix some stuff through scripting instead, using javascript and a regular web page (no downloading needed), and I thought you guys might get some use out of it too! Check it out (not sure if/how linking works on the forums):

 

http://dpsframe.com

 

Crash course in current features:

You select the pistol/rifle/etc. category you want at the top, to compare different types of weapons click "add favorite" and it'll get added on top of the other weapons (it remembers "favorites" through cookies, so it should get saved. As long as you stay on the same computer).

 

Increase/decrease aura/mod levels by using the + / - signs before the mod name. You can max or disable a mod completely by clicking the counter in the middle (for example the "10/10" for hornet strike on Acrid). A mod with a "-/5" as a counter is disabled, a mod with "0/5" is just the base card with no ranks added.

 

Mouse over the name of the mod to get a tooltip with what stats it increases.

 

The auras count up to 5, then start over from zero, so you can see how it stacks with more people. The number in parenthesis beside the counter (for example 5/5 (1) corrosive projection) represents how many players are need to get that high a percentage.

 

The DPS number to the right of the weapon name (for example "Acrid 6005") is the raw DPS value before armor is taken into account. The DPS with armor values is in the table just below and to the right of the name, it lists damage to Ancient Disruptors, Grineer Napalms, and Corpus Techs, levels 5 through 200. This damage does not account for hitting weak spots, but it does factor elemental weaknesses (fire/lightning/etc.) and armor ignore damage (armor piercing, serrated blade, poison, etc.).

 

You can sort the lists by clicking the names/arrows beside the category name, clicking name will sort by name, clicking it again will reverse the order. DPS means unmmitigated damage (doesn't factor armor), and APDPS means the damage after armor has been accounted for (using a lvl 200 Ancient Disruptor as base).

 

The "filter name" search box below favorites filters names, typing in "a" will show all weapon names that contains that letter (it's not case sensitive).

 

 

There's a ton of things left to work on:

There are no melee weapons currently (the swing mechanics seemed a bit complex).

 

The continuous (e.g flux rifle) and charge weapons (e.g Paris) just ignore weapon speed mods at the moment, which might not be accurate.

 

All stats have been entered by hand, so I can almost guarantee that there are typos or swapped stats.

 

I have checked the formulas and calculated some stats by hand, but there's still a few possible places where small errors might have snuck in.

 

Some special behaviors might not be modeled correctly, Acrid's DOT, Ogris explosion, Torid poison Cloud.

 

I haven't figured out a good way to represent the impact of recoil/spread. This might make some weapons seem very good on paper while in reality they might be horrible.

 

 

And some design limitations:

It's single target only.

 

It doesn't account for you being in a group. If you have a nova (2x damage from molecular prime), a Rhino (+50% damage shout), a Banshee with sonar (500% or more to sonar weak spot), and you're shooting a Moa in it's weak spot (fanny pack, 3x damage) with your synapse (electricity 2x damage) through your Volt shield (red crits), will do significantly more DPS than what's listed.

 

It's based on average DPS for emptying a clip and reloading. Burst DPS on some weapons will be higher, and this doesn't account for damage against shields. This misses things like that freezing damage might be better in some cases, or that you might attack a boss and then reload when he's invulnerable (e,g Vor, the burst DPS might be more important in some cases).

 

I tested in the latest versions of Chrome/Firefox/IE, I have no idea how good it'll work in anything other than those.

 

The javascript source is uglified, regular source code can be found on github:

 

https://github.com/Gogge/warframe-loadout

 

Some caveats on the code; It's almost completely uncommented and it's the very first iteration of a prototype.

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148 answers to this question

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Gogge    63

Hello,

 

I noticed that you're calculating shotgun status chance per pellet by dividing the arsenal status chance by number of pellets. This is incorrect. The proper formula for that is:

 

Pellet status chance =1-(1-arsenal status chance)^(1/number of pellets)

 

I believe that the calculations for status chance in general and avg procs/shot are also off.

 

Please refer to my thread here for details on what I believe to be the proper calculations.

https://forums.warframe.com/index.php?/topic/194955-status-chance-should-be-showing-a-different-number-multishot-math/

 

PS. I think that showing "avg procs per second" would be helpful in addition to the currently available information on the website.

 

The "chance" is the average based on an infinite number of shots, same as with critical strikes. The listed probability is the per shot probability of getting a proc.

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-10no-Dark    451

Your typical system != someone else's typical system.

I against hard caps in calculator due to someone's typical system or mouse/driver configuration limiting potential of weapon, intentionally or not.

If there is hard a cap in ideal conditions, than it's OK.

If you really need something like cap, then you just need an ability to set fire rate manually in calc.

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Jeerome0406    1,033

Gogge, I use your site constantly and I love it so, but I am noticing a small problem.

When I click on one of the tabs, for instance, the DPS one, the weapons sometimes appear out of order.

When pressing it in the pistols section, instead of seeing Brakk, which has the highest DPS with the default mods, i sometimes see Twin vipers, Afuris, and random other weapons instead of seeing Brakk being the highest and the Lato being the lowest. 

Minor bug?

Thank you for everything sir, your contributions to the community are amazing.

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Gogge    63

Replied at the Reddit post as well, but it's really worth it. Should be a sticky indeed.

 

Thanks a lot for the effort and for the quick changes as hotfixes arrive!

 

 

Edit: Please take a look at the Snipetron Vandal's critical values

 

Thanks!

 

I fixed the stats, a nice buff for it (might need to do a ctrl+f5 to see the changes, or clear the cache).

  • Upvote 1

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Mordavia1982    151

love this website, good work... very useful

especially useful that you prefilled some of, if not the most damaging combinations.

any chance of getting sentinel weapons in the future?
 

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Gogge    63

Small 1.5.5 update:

  • Added the Detron again.

Note that the elemental damage types show some impossible combinations with elemental base damage weapons. [Edit: This was only an issue for single element weapons] For example on the Detron you can get it to show Corrosive/Electrical, this combination isn't possible as the electrical damage just merges with the base radiation damage.

 

But this is just a visual "feature" as I can't list all the elements due to screen space limitations, [Edit: This wasn't an issue] the actual damage calculations merge the electrical damage with the radiation damage. I'll try and think of a clever way of showing the actual elemental combinations in a compact form when I get some spare time.

 

bumping this topic to the front page. Too helpful of a tool to let it fall so far.

 

Thanks!

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Gogge    63

Revision 2:

 

Fixed Snipetron Vandal stats (fixed crit rate from 20% to 25%, crit damage from 150% to 200%).

 

---

 

Updated to 11.3.2.

  • Updated armor/health resistances and calculations, armor is now just a multiplier like health (I changed corrosive's +75% to simply be a 1.75 multiplier, Slash's -15% is 0.85).
  • Fixed aura tooltips, also changed corrosive projection to not give negative armor numbers (not sure if fixed in game).

Hmm, felt like much more when I was working with it.

 

Acrid has a slightly overestimated DPS number in some cases (slightly lower in others), the DoT damage ticks are merged with the base damage when calculating elemental damage combinations (as an example it'll count the DoT as corrosive if you add an electric elemental mod).

 

Next up for features is probably trying to figure out a way to show how the status procs help, a viral proc has the same impact as doubling your DPS against health would (assuming it still reduces enemy health with 50%), similar deal with magnetic and shields. The corrosive status proc used to be able to reduce enemy armor to 0 (or at least on Lech Kril), which could be important when killing high level Grineer if you have a high status proc weapon and manage to stack it fast (relevant to Shotguns, or Grakata perhaps). But against anything you kill with 1-2 shots the status procs are much less relevant, hence the " figure out a way to show" part at the start of this paragraph.

 

New armor calculation seems to be:

damage * health_modifier * armor_mitigation * armor_modifier

Where health/armor modifier means the armor/health vulnerabilities from http://warframe.wikia.com/wiki/Damage_2.0'>the wiki table.

 

Using a Lanka with 1187.5 base damage (corrosive, +75% armor) should give us:

Butcher: 2044 (1187.5 * 1 * 0.9836 * 1.75)Lancer: 1558 (1187.5 * 1 * 0.75 * 1.75)Trooper: 1385 (1187.5 * 1 * 0.66... * 1.75)

Actual numbers when tested in game gives 2044, [edit] 1558, 1385, so it all checks out (I tested on level 1-10 lancers in survival and the calculations matched actual damage numbers).

 

Using a Soma with 150% serration (IPS 2.5/10/12.5) against a level 1 Grineer Lancer (armor +50% puncture -15% slashing, health -25% impact +25% slashing) gives:

Impact: 1.4 (2.5 * 0.75 * 0.75 * 1)Puncture: 11.25 (10 * 1 * 0.75 * 1.5)Slashing: 9.96 (12.5 * 1.25 * 0.75 * 0.85) Total: 22.61

In game a shot hits for 22. A headshot crit with Vital Sense and Hammer Shot crits for 759 which gives a damage range of 22.58929 to 22.61904, the above calculation gives us 22.61719 when not rounding (as I did in the example) which fits nicely.

 

Edit: Fixed "1588 instead of 1558" typo.

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Fayde8    35

Hello. Love the dpsframe.com site! I use it all the time!

 

Just wondering if the Dex Furis is going to be added soon? I want to see how it compares to the Wraith Twin Vipers.    :)

 

Keep up the great work!

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MeduSalem    1,806

Yeah, having only 6 rounds in the magazine I had assumed (incorrectly) that it was a sniper rifle when I added it. I've moved it to the rifle category, thanks.

 

It probably should be sniper, because having 540 ammo on the Grinlok is just basically a Sniper with infinite ammo, as it inflicts as much damage as most of the snipers do. It also has the highest damage per hit of any rifle available currently. But that's another mark of uncorrectly balanced weapons in DE's history. :P

 

Thanks for updating it!

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Vorigan    148

Don't know how hard it would be to implement, but I think an option to compare weapons would be nice. Like, tick a couple and have them next to each other or so.

 

 

Also, is Tysis really that low in dps? If so, why is everyone saying it's far better than Acrid (while it shouldn't be as it is not a clan tech weapon and needs only r4)?

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Gogge    63

Gogge, I use your site constantly and I love it so, but I am noticing a small problem.

When I click on one of the tabs, for instance, the DPS one, the weapons sometimes appear out of order.

When pressing it in the pistols section, instead of seeing Brakk, which has the highest DPS with the default mods, i sometimes see Twin vipers, Afuris, and random other weapons instead of seeing Brakk being the highest and the Lato being the lowest. 

Minor bug?

Thank you for everything sir, your contributions to the community are amazing.

 

Thanks!

 

Others have reported the similar things, I haven't been able to reproduce it so I'm not sure exactly what causes it and it's a huge pain to try and troubleshoot as I can't test stuff.

 

I think it's probably due to using some new "asynchronous rendering" (setTimeout with a zero delay) that don't handle stuff in the same order I have them ordered in, I've added a small incremental delay to how the weapons are rendered (setTimeout with a weapon number delay, e.g weapon #10 get a 10 millisecond delay before rendering) to see if this fixes the problem (I can just go back to the old way if things doesn't work out).

 

Try clearing your cache and reloading the page and see if you get the same issue (and try and see if you can find the steps to reproduce the issue so I can try it myself, as I don't get the issue >_<).

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Gogge    63

Nothing on melee weapons though?

Or crit/status/phys damage builds? It just kinda defaults to elemental/fire rate/anti-Faction builds.

 

Thanks for the feedback!

 

Melee weapons are planned, but no real ETA when they'll be implemented (not a high priority at the moment).

 

I'll have to optimize some stuff before I can add different mod builds, as it is now it takes several seconds to recalculate all the damage for the weapons so it would be a bit too slow (I tested a similar feature with global auras, it gets too laggy). It's a possible feature but I can't really say if/when it'll be implemented. ;)

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LongDraw    522

Shred mod on that site is missing the puncture stat on the mouse over and it also does not account for puncture's ability to hit multiple targets behind each other.

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Annnoth    632

Awesome! Just what I've been looking for! Hopefully it's easy to understand. I'm going to be trying it out after work.

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Gogge    63

As usual clear your browser cache if you don't see the new update.

 

Updated for 11.8.0!

 

  • Added the Tetra.

 
---
 
Revision 4:
 
Added clear mods / default mods (thanks AvatarOfMomus):
 
inaAQAk.png
 
This clears the mods of all weapons in a category (e.g Rifles or Favorites), or sets them to the default values for the weapon. This should help for things like wanting to see what the best base damage (zero mod) weapon is, now you don't have to go through each weapon manually.

Revision 3:
  • Fixed Contagious Spread cost (again, thanks RustyDoomSpork)

---

Revision 2:

  • Changed Accelerated Blast to match in game behavior (thanks Mindlessreddit), it acts as an elemental mod and adds puncture damage based on all base damage instead of just using puncture damage (the workaround in the calculator is that it's using it's own "elemental" version of puncture damage).
  • Added Heavy Gunner to the Grineer tooltip
  • Fixed aura tooltips to say Infested/Grineer/Corpus.

---

Updated for 11.7.2!

  • Added the Tysis (status proc rates are still to come, hopefully "soon", so it's slightly undervalued in DPS).
  • Changed so the default enemy DPS shows faction resistance/vulnerability averages, mouse-over the dotted underlined text (infested/grineer/corpus) now shows a big resistance table and specific DPS to enemy types.
  • Updated Sentinel stats (thanks 2013Doom2013).
  • Fixed mod costs for Charged Shell and Contagious Spread (thanks RustyDoomSpork).
  • Updated how the page loads (thanks to the person who whispered me in game about this, I forgot your name).

The average resistances are preliminary, as it is right now they're just averages for the factions. Infested resistances are just summed and divided by four. Grineer base is just flesh (I didn't see mechanical as relevant, if you think otherwise just post why), then for armor ferrite and alloy are summed and divided by two. Corpus sums flesh and robotics, divide by two, for shields it's sum shields and proto shield divide by two. Ideas for how to do this better are welcome (ideally you'd have an average distribution of each mob and factor this somehow).

The page now only loads one category of weapons when loading (instead of all of them), this reduces load time by about a second, but this also means that when you click a category there will now be a slight delay as those weapons are loaded. I also made the weapon loading non-blocking so the page should be more responsive when weapons load; the page re-draws when loading, so it doesn't seem like the page has frozen (this doesn't change load times, just makes it feel "a bit better" perhaps).

Next up is still calculating DPS for procs, I'll keep working on figuring out status proc mechanics.

I'm also thinking of some way to add boss DPS/resistances to the tooltips somehow (perhaps if there's a few common combinations they can be added); I was farming for a Split Chamber mod for my sentinel and was wondering which elemental combo would be best for this (e.g vs. Sargas Ruk or Raptor), it would have been nice if I this info was also in the tooltip (not just regular enemies).

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Gogge    63

Revision 4:

 

Updated Tigris (damage) and Magnus (faster reload) stats.

 

Revisions 1 to 3:

 

Updated with multipliers from the wiki (thanks Definitegj and the people who update it).

Updated stats of Akbolto, Bolto and Boltor. Codex says crit multiplier for the Bolto is 1.5, but in game it's actually 2.0 (with no crit damage modsI hit a level 1 trooper for 36, crit for 72). Crit rate might also be buffed, but haven't tested that.

 

---

 

 

Updated the site with the new changes in Update 11.3.1:

 

  • Using the new elemental resistances/vulnerabilities, assuming each "+" or "-" is equal to 25% (will update after testing).
  • Added sentinel weapons (wiki says the can't crit, but I haven't added that exception to them yet, so the calculator might overestimate DPS a bit ).
  • Added the Penta (using similar calculations to Ogris for explosion, assuming 5% crit and 150% crit damage).
  • Added the buffs to Grakata and Torid
  • Removed the Detron

     

Manual Soma calculation against a lvl 25 Grineer Napalm to verify DPS values, using default mods in the calculator (Serration, Split Chamber, Point Strike, Vital Sense, Cryorounds, Stormbringer, Infected Clip, Bane).

 

Per shot damage:

 

Impact: 1

Puncture: 4

Slashing 5

 

Damage modifier from Serration is 2.65, Split Chamber 1.9, Bane is 1.3:

 

Impact: 6.5455 (1 * 2.65 * 1.9 * 1.3)

Puncture: 26.182 (4 * ...)

Slashing: 32.7275 (5 * ...)

---

Total: 65.455

 

Grineer Napalm modifiers are 0.75 health for impact, 0.5 armor for piercing, and 1.25 health/armor for slashing, at level 25 it has 2466 armor (0.89154 mitigation):

 

Impact: 0.5324 (6.5455 * 0.75 * (1-0.89154)

Puncture: 14.5108 (26.182 * (1-0.89154*0.5)

Slashing: 0 (the armor multiplier is 0.89 * 1.25, above 1 means no damage)

---

Total: 15.0432

 

I'll use Magnetic/Toxin damage, it's 180% Magnetic and 90% Toxin, the Napalm has multipliers 0.75/0.25 for Magnetic armor/health and 0.75 armor for Toxin:

 

Magnetic: 9.7597 (65.455 * 1.8 * 0.25 * (1-0.89154*0.75))

Toxin: 19.5194 (65.455 * 0.9 * (1-0.89154*0.75)

--

Total: 44.3223 (with IPS above)

 

With 75% crit rate and 660% crit damage the critical strike modifier is 5.2 (1+0.75*(6.6-1), which gives us:

 

Per shot: 230.47596 (44.3223 * 5.2)

 

With 100 shots in a mag you get 23047.596 damage per mag. 15 shots per second, 3 seconds reload time, it takes 9.666.. seconds to empty a mag and reload (100/15 + 3), which gives us a DPS of ~2384 (23047.596 / 9.66...).

 

Which is the same as the calculator tells us it should be.

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Gogge    63

Great site. 

Stug numbers look wrong  (attack speed for charged?)

 

It's using the number listed in the codex, I'll update it after some testing when I get the time.

 

great site but I have noticed that all the bratons rate of fire and crit chances are off.

 

Thanks! I've updated them with the stats from the wiki. If you notice any values being wrong just post and I'll fix it.

 

incorrect algoritm, no critical DPS calculated

 

For which weapon? If I add critical strike mods to the default Boltor the DPS value increases, so it's calculating critical strike DPS.

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Gogge    63

I really, really gotta ask you man.

Have you considered doing melee yet?

It would be amazing if you would, I know its harder to tell dps than with weapons, but anything would be hugely appreciated.

 

I've been thinking about it, but I haven't looked at how melee works (it'll take time to implement), and from comments by others it seems like melee normal/charge attacks have different stats so there's effectively double the weapons to add (it'll take time to add). We also have melee 2.0 coming so that might change things a bit, implementing the system before that might just mean I'd have to re-write things for 2.0 (which would take more time).

 

It's on the todo list, but I have no guess as to if/when it might be added.

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fungeh    2

Great calculator mate, I can't imagine the time and effort you put in to making this.

 

Just one thing I noticed:

If you hover over the faction damage area for Napalms it shows electric damage having no effect against alloy armour, but on the wiki electrical damage appears to have a -50% modifier. Is there an error on the wiki page (it appears to be accurate as of 11.5.2)? Or possibly just a graphical error on your part and the maths behind it is correct?

 

In any case great work on the calculator, I'm sure I'll be referring to it in the future

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Scrybatog    276

due to your loading change often random weapons are missing and further errors, IE often arranging by DPS for pistols will yield Sicarus as #1 and Sicarus Prime as #2.

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Gogge    63

As usual clear your browser cache and refresh the page if you don't see the changes.

 

Updated for 11.6.0

  • Added the Drakgoon
  • Added the Seeker mod (punch through) to Pistols
  • Updated stats for the Stug, using a fire rate of 6.67 (0.33 for charge) and base corrosive damage of 75 (450 for charge), magazine capacity reduced to 20.

 

 

Just a quick update.

 

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Updated for 11.5.8!

  • Added Wraith Twin Viper
  • Added new Toxin/Status mods
  • Fixed missing -50% Electric elemental damage on Grineer Napalm alloy armor and missing -50% Fire elemental damage on Corpus Tech shields (thanks fungeh!).
  • Fixed continuous weapons to have base 10 fire rate (thanks GottFaust)

Next up on the todo list is probably implementing status procs, with the new status mods the effect can probably be noticeable for a lot of weapons even on easy to kill enemies.

  • Upvote 1

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Gogge    63

What do the numbers beside the mods mean (+16)? Hovering the mouse over different mods show different dps increases and a (+16) doesn't necessarily mean a higher dps.

 

It's the base DPS increase (not accounting for enemy resistances) per point of the mod, hovering the mouse over shows the maxed mod base DPS increase (e.g 5/5) and the faction specific DPS increase with a maxed mod.

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