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    • [DE]Danielle

      Player Guides, Tips, Apps, & Useful Websites!   04/06/2016

      Hey guys! This is a remake of the original Player Guides, Tips, Apps, & Useful Websites thread created by [DE]Drew.  Helpful DE or player-made threads/websites will be listed here for all of your Warframe needs. If you find a thread that you think should be listed you can send a PM to [DE]Danielle with the link.  GENERAL POSTING TIP:
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    • [DE]Danielle

      Getting Support - Common Issues   04/20/2016

      Have an issue? Unsure if we can help? Warframe's support team can assist you with the following common issues and concerns! 

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    • [DE]Danielle

      [PC] THE PLAINS OF EIDOLON SUBFORUM   10/12/2017

      Since the Plains of Eidolon update on PC is massive we created a temporary subforum dedicated entirely to it.  If you are thinking of posting feedback on anything PoE related, please post here  and follow the Feedback Thread guidelines:  If you have a bug you’d like to report, please post in the appropriate categories:  General: Please post bug reports that do not fit into the other bug categories here! 
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      "Saya's Vigil" Quest: Please post bug reports pertaining only to the "Saya's Vigil" Quest here! 

      Threads related to Plains of Eidolon content that are posted outside of this subforum, will be moved into the subforum by the Community Moderators. 

      THANK YOU!! 

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  • 1
Gogge

A Web Based Dps Tool!

Question

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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thanx for thunder bolt but i will also like to know if u will be adding melee weapons, if not were is a good place to find melee builds?

 

It's going to be a lot of work to add melee weapons, it's planned but with no estimate when it'll be added (it might never happen).

 

Stoi84s' Warframe Builder has melee weapons and I think he recently added so that you can search for builds. You could also try searching these forums for builds, or you can check out the warframe subreddit on reddit, you can search it too (here's a melee search).

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The calculator seems to apply the faction mods (Expel, Bane, Cleanse) additively where it should be multiplicatively.

 

Thanks!

 

It was implemented as just stacking on top of Serration and similar mods. I've added it as a separate multiplier instead.

 

I was thinking on how to integrate the puncture ability.  If you can find out at what rank it takes to pierce through x opponents, you could multiply dps by x amount to show the shot going through more enemies. for example  base dps = yyyyyy then user can input x opponents to see damage total.  Once the pierce no longer can surpass x opponents, the damage will cap.

 

For example 5000 base dps, .3 puncture might be 1 enemy?  If user inputs 2 enemies for x, damage will be 10000 for, 3 enemies would still be 10000 since the puncture (not sure about this) can only go through 1.  If puncture is increased, so would puncture damage.

 

Yeah, I guess you could average the thickness of the opponent and use that as a baseline, then the more puncture you add the more DPS it'd give (assuming you add enough each time to pass through the average sized opponent).

 

But I need a way to figure out what the odds are for mobs lining up, figure out and average how often that happens (depends on mission type), and probably some other variables. It's probably very good in some situations, but it's a bit more difficult to figure out how good it is on average.

 

Thanks for the input!

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There's no firestorm mod for Penta available.

 

I usually don't include the mods that doesn't affect single target DPS, unless people request them. I've added the Firestorm mod to the Penta/Ogris/Ignis mod lists.

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im questioning the information regarding the burst fire mode delays. with my burston prime i do notice that slight delay when i press the button manually but that is caused by the rate i spamming the fire button is not matching up with the fire rate delay of the weapon and is whats causing the delay. when i use a fire macro that clicks ever millisecond and means fire is being clicked THE INSTANT the previous burst ends and removes user delay i am able to hit the 16 rounds per second without a issue, not the 10.98 that the change suggests. 

 

it seems to me that the delay being added is user generated and not in fact a limitation on the rifle.

 

The main limiting factor is the 0.0275+0.04 seconds delay between each bullet fired in the three round bursts which isn't affected by user interaction. The user-affected 8.33 ms delay at the end of the burst only drops the fire rate by 0.3 (10.98 vs. 11.32 with Speed Trigger and theoretical 16 fire rate).

 

Going back and re-testing it and checking frames between each shot fired in the burst (on a Hind) I get 6->5->5->5 frames (0.1->0.0833.. seconds) at 60 FPS, and 5->5->4->5 or 5->5->4->4 with 120 FPS, so it might be yet another mechanic related to frame rate. As I haven't normalized the Stug/Akbolto to 60 FPS it might be appropriate to drop the 0.0275 default delay between shots for the burst weapons to 0.0185 (what I get at 120 FPS, not sure how low the delay gets when you get the frame rate even higher).

 

This gives the Hind with Speed Trigger and Shred a fire rate of 10.04 (recording at 60 FPS and checking frames in-game at 120 FPS it's 10.02), and the Burston 11.96 (in-game 11.95). I'll have to grind the Burston Prime to test it, not sure when I'll get the time.

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The main limiting factor is the 0.0275+0.04 seconds delay between each bullet fired in the three round bursts which isn't affected by user interaction. The user-affected 8.33 ms delay at the end of the burst only drops the fire rate by 0.3 (10.98 vs. 11.32 with Speed Trigger and theoretical 16 fire rate).

 

Going back and re-testing it and checking frames between each shot fired in the burst (on a Hind) I get 6->5->5->5 frames (0.1->0.0833.. seconds) at 60 FPS, and 5->5->4->5 or 5->5->4->4 with 120 FPS, so it might be yet another mechanic related to frame rate. As I haven't normalized the Stug/Akbolto to 60 FPS it might be appropriate to drop the 0.0275 default delay between shots for the burst weapons to 0.0185 (what I get at 120 FPS, not sure how low the delay gets when you get the frame rate even higher).

 

This gives the Hind with Speed Trigger and Shred a fire rate of 10.04 (recording at 60 FPS and checking frames in-game at 120 FPS it's 10.02), and the Burston 11.96 (in-game 11.95). I'll have to grind the Burston Prime to test it, not sure when I'll get the time.

 

 

I'd be more than happy to give you Burston Prime parts if you want, just pm me.

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Do as you wish ,its been used , and keep used 

Did two threads get merged? I remember the one that came up earlier today being brand new and my post being the first reply.

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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.

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Could you cap semi-auto weapons fire rate to 7 since its the highest achievable rate without using any macros. DPS on some fast-firing semi-auto weapons is a meaningless stat now since you can never fire that fast in reality (even with macro and solid 60 FPS I couldn't get more than ~11 shots/second from AkBolto).

Maybe have it as a toggle.

 

Also: omg huge AkLato nerf. why?

For ages I use mouse wheel for such weapons.

Note, no macro and controllable fire-rate, feels like old style Gatling gun. And definitely more than 7 sps.

 

Also, try with 150+ FPS before saying anything about hard limit of semi auto fire-rate.

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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)?

 

If you click on the "add favorite" button it adds the weapon to a custom list, so you can modify/compare weapons that way, and make sure the "favories" category is checked (image link):

 

noDuz0u.png

 

The Acrid's higher DPS is mostly from it's higher fire rate, the Tysis does slightly more damage per shot but has a bit lower fire rate. Most people probably don't actually use the 6.67 shots/sec fire rate of the Acrid which might make it feel like the Tysis is just as good (or better if you consider the higher damage per shot).

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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!

 

Check out warframe builder. It doesn't have as many numbers, and it's harder to compare weapons, but it's a solid and current tool that I've been using for my weapons until dpsframe is updated.

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im questioning the information regarding the burst fire mode delays. with my burston prime i do notice that slight delay when i press the button manually but that is caused by the rate i spamming the fire button is not matching up with the fire rate delay of the weapon and is whats causing the delay. when i use a fire macro that clicks ever millisecond and means fire is being clicked THE INSTANT the previous burst ends and removes user delay i am able to hit the 16 rounds per second without a issue, not the 10.98 that the change suggests. 

 

it seems to me that the delay being added is user generated and not in fact a limitation on the rifle.

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Is there a way to change the default mods?

 

Or atleast add another default mod list for a lvl 30 base weapon with 30 mod points that would be a common setup for people.

 

There's no way to change the default mod setup at the moment, adding a way for people to set it manually for all weapons would require a bit of work (I could perhaps add something like a "copy mods to other weapons"-button, I'll have to think about it).

 

One of the problems with adding a 30-point setup is that there's no default setup that works for all weapons, and making individual 30-point setups for the weapons would be a bit of work.

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Hey there,

Is there going to be any changes as to how DPSframe loads up each individual weapon? I'm not sure if I'm the only one, but every time I try to access the site it takes forever for each weapon to actually load. :/

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Thanks! Yeah there are some stats that aren't a percentage that I didn't add at first, I'm not sure if it's going to be easy to add it, but I added puncture for Shred anyway. As another example I haven't added Metal Auger as it won't affect the displayed DPS.

 

 

I actually finally got pushed into starting this with the discussion on procs and new armor system as it felt easier to have it in code rather than in a spreadsheet. The biggest part is to get the UI down, the data, and how to shuffle the data around. The actual damage calculations can fit in a page or two (while the rest takes tons of pages of copy/paste code).

 

So hopefully it won't be a massive undertaking to change the core system, once they decide on how it should work, as the more tedious parts are done.

 

 

I was thinking on how to integrate the puncture ability.  If you can find out at what rank it takes to pierce through x opponents, you could multiply dps by x amount to show the shot going through more enemies. for example  base dps = yyyyyy then user can input x opponents to see damage total.  Once the pierce no longer can surpass x opponents, the damage will cap.

 

For example 5000 base dps, .3 puncture might be 1 enemy?  If user inputs 2 enemies for x, damage will be 10000 for, 3 enemies would still be 10000 since the puncture (not sure about this) can only go through 1.  If puncture is increased, so would puncture damage.

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Could you cap semi-auto weapons fire rate to 7 since its the highest achievable rate without using any macros. DPS on some fast-firing semi-auto weapons is a meaningless stat now since you can never fire that fast in reality (even with macro and solid 60 FPS I couldn't get more than ~11 shots/second from AkBolto).

Maybe have it as a toggle.

 

Also: omg huge AkLato nerf. why?

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dpsframe hasn't been playing so well with my Chrome. Any reasons why it is so laggy compared to IE? :(

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Check out warframe builder. It doesn't have as many numbers, and it's harder to compare weapons, but it's a solid and current tool that I've been using for my weapons until dpsframe is updated.

 

Thanks.  :)  What is the URL?

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