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A Web Based Dps Tool!



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):




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:




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

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IE = in example there, not internet explorer... damn acronyms! xD I am using chrome updated in full. I tried opening w/o addons and it seems to work so it must be something I have installed slowing it down enough to cause things not to load. For the record I'm using a upper tier gaming PC (16 gbs ddr3, 3 ghz quadcore, HD 7970, SSD)


Yeah, one of the changes was that it doesn't load everything sequentially, so it might be that there's some odd behavior if the weapons don't load in the standard order (due to other timing differences, e.g other addons doing their thing). Changing it back to the old way of loading is fairly easy so if there's a lot of problems with the new way I can just change it back in the future.

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Oh, that's too bad. I don't think there's gonna be some big revamp because most of the procs are good already. Maybe increase of base status chance on some weapons but nothing radical.


I just wanted to verify some findings, if you have some data available. Mainly whether status chance is divided between all elements on weapon, that chances for individual elements are based on percentage of damage done and that non-physical elements have one-third weight of physical elements when distributing proc chances (aka. 300% heat on IPS weapon has 50:50 chance to proc either IPS or fire).


Also I would like to know how status chance works on continuous weapons, if you have some informations. I read that Serration/Heavy Caliber increases number of ticks per second instead of damage, so how does it affect status chance?


I haven't looked at status proc mechanics at all, do you know of any good current discussion thread on it? Worst case you can take something with a high base proc (like the Magnus) and just shoot ~1000 bullets (random number, I tested ~350 and it looks to be too low to account for the randomness and human error) and see where the proc rate ends up. Then add elemental an mod, repeat the test, and see how the percentages change with more mods (or mod power).


I can probably do some testing tomorrow if it's not figured out by then.

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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):




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).


Awesome, thanks a lot!

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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.


Try clearing the web cache and see if that fixes it, I've tested it in IE 11 and it works the same as in FF/Chrome. What version of IE are you using?

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But it's not a Sniper rifle as it draws from normal rifle ammo, so I guess it's missplaced?


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.

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


12.5.2 revision 1:

  • Updated Aklato with correct stats (thanks Kuryaka).

It seems like the Aklato base damage was changed from 24 to 12 in Updated 12, I've updated the stats to reflect this.


12.4.5 revision 2:

  • Added the Thunderbolt mod for bows.

When testing in game the Thunderbolt mod added a flat 250 blast damage, it wasn't modified by Serration or Bane, and status proc mods didn't affect the chance of getting an explosion (not sure if it modifies the knockdown chance from the added blast damage).


I also added the version numbers to the Javascript, so if you don't see any "updated for damage 2.0" or it's still revision 1 you need to clear the browser's web cache to get the new version (or just give it some time and the cache will expire automatically).


Updated for 12.4.5!

  • Added the Gorgon Wraith
  • Added Tethra reward mods, Jolt (pistols), Shell Shock (shotguns), High Voltage (rifles).
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As usual clear your browser cache if you don't see the new update.


Updated to 12.3.0:

  • Added Marelok.


Vorigan kindly donated the Burston Prime parts so I'll do some testing on the Burston this weekend hopefully.

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Just a little addition/change you should make, rifle amp is the default aura mod for all weaponry in the lists and while it correctly doesn't change the stats for pistol/shotguns/etc having pistol amp and the other, correct auras would be pretty useful

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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

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I have exams coming up this weekend (and a ton of other "this week only" limited betas that's soaking up my free time) so that's why updates are so slow.


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


12.2.1 Revision 6:


  • Updated burst weapon fire rate calculations (thanks Vanhline)


The delay between rounds in a burst was based on a 60 FPS test (0.0275 seconds), doing some more testing showed this to be affected by FPS. At 120 FPS the delay dropped to around 0.017-0.019 seconds, using 0.0185 seconds matches the calculations with in-game testing (see discussion in the posts below for details). I also removed the 0.00833 second delay between bursts, I'll probably refine the numbers further in future testing.


12.2.1 Revision 5:


  • Updated Castanas to have additional electric damage from the 100% electric proc (50% of base damage, not affected by elemental mods).
  • Updated Castanas to use Heated Charge (90% fire damage) instead of Ice Storm (40% cold damage and 40% magazine capacity).
  • Added Firestorm mod for Ogris/Penta/Ignis (doesn't affect DPS)
  • Fixed mastery rank for some weapons.

The 6 charges set at the same time limit on the Castanas makes a magazine size of 3 really awkward with multishot as you can proc 6 charges with only two uses. So you throw twice, then have to detonate, then throw once, and then detonate while reloading. With a magazine capacity of two you throw twice and detonate while reloading.


I can't see a really good way of modeling this behavior with the "maximum charges" weapons (like the Penta) without rewriting some things, so people will have to keep this in mind when looking at the DPS number if they choose to use increased magazine size and multishot mods at the same time. The default mods used now on the Castanas doesn't have this issue, so the DPS number is "fairly" representative of what you'll see in game (single target).


12.2.1 Revision 4:


  • Moved Grinlok from the sniper category to the rifle category (thanks Telogor and MeduSalem)


12.2.1 Revision 3:


  • Fixed Castanas projectile count typo.


12.2.1 Revision 2:


  • Fixed Rifle Amp aura typo for void DPS.


Updated for 12.2.1!



  • Added the Grinlok (based on Codex stats)
  • Added the Castanas (based on Codex stats)
  • Updated burst weapon handling (thanks GottFaust)
  • Changed the shotgun proc chance to reflect status mechanic changes (cosmetic, status procs are still not implemented)
  • Updated Phage stats to match codex (1.0 fire rate, thanks Andoryuu and others)
  • Updated Pathogen Rounds (pistol toxin mod) with proper base mod cost (thanks Kirito_Okazaki)
  • Changed weapon initialization to reduce initial load times slightly



The burst weapon changes reflect that each bullet fired has an individual delay (like 0.06 seconds for the Hind), which helps low fire rate weapons but slightly hurts high fire rate weapons. As an example the base Hind has a fire rate of 5.0 (5 shots per second, or 0.2 seconds between each shot), and a burst delay of 0.0875 seconds (0.06 for weapon and a 0.0275 default delay). So it takes 0.6375 seconds to fire five shots (5 * 0.0875, and 0.2 for the fire rate delay between bursts), if you just fired five shots regularly without burst it'd take a whole second (meaning burst is more DPS).


If we add Speed Trigger and Shred we increase the fire rate to 9.5, and it takes ~0.54276 seconds to fire five shots (5 * 0.0875 + ~0.105). If we just used auto fire it'd only take ~0.52632 seconds (5 * ~0.105). So in this second case burst fire is less effective than regular auto fire would have been. In the calculations I also add a second delay between each burst (after the 5 shots in the case of the Hind) of 0.00833 seconds based on in-game footage, but this might just be because the Hind is semi-automatic and the rapid fire macro might be FPS limited (I recorded at 120 FPS, which is.. 0.00833.., amazing coincidence).


I added a "Fire Rate (burst)" stat to burst weapons that shows this effect (fire rate mods are still a DPS increase, just slightly less effective at higher fire rates).

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stumbled upon your tool just now and love it :D

Just one thing that always bugged me when i calculated WF-weapong dps myself, also seems to be ignored by the tool:

If you use a semi-auto weapon you may have a high firerate (like akbolto with basefirerate of 10shots/s) and high dmg per bullet so the site correctly calculates the possible max dps with that weapon, but you would need to click ten times per second or even faster if using the default mod setups. I tryed that and got up to 6clicks/sec when clicking normally fast (and about 9c/s when raping my mouse :P ) - so the real dps for me with semi-auto weapons would be a lot lower then calculated using the max. firerate.

In case im not missing any way to max out my click/firespeed with semi-auto weapons, it would be nice to have the opportunity to set ones max clickspeed somewhere on the site and then have it calculate the dps for semi-aito weapons using the max c/s as cap for the firerate.

Nothing really importend, just in case you get bored :D

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