Jump to content
  • 1
Sign in to follow this  
GottFaust

[Unofficial] Weapon Dps Calculator (Current V0.5.4)

Question

Recommended Posts

  • 0

I found a typo, "Damage per Mag to Sheilds"
Also not sure if this is an error or not, but when looking at serrated blades
did you ignore the 3x damage against infested due to Ancients not being
able to take 3x more.

Name :: Flux Rifle
Magazine Size :: 100
Total Ammo :: 640
Crit Chance :: 12.5%
Crit Damage Multiplier :: 440%
Fire Rate :: 10
Reload Time :: 2
Damage :: 342.38
Damage Shields :: 342.38
Damage Corpus :: 433.01
Damage Grineer :: 342.38
Damage Infested :: 433.01
Crit Damage :: 1506.472
Crit Damage to Shields :: 1506.472
Crit Damage to Corpus :: 1905.244
Crit Damage to Grineer :: 1506.472
Crit Damage to Infested :: 1905.244
Average Damage :: 924.426
Average Damage to Shields :: 924.426
Average Damage to Corpus :: 1169.127
Average Damage to Grineer :: 924.426
Average Damage to Infested :: 1169.127
Damage per Mag :: 48789.15
Damage per Mag to Sheilds :: 48789.15
Damage per Mag to Corpus :: 61703.925
Damage per Mag to Grineer :: 48789.15
Damage per Mag to Infested :: 61703.925
DPS :: 4065.762
DPS to Sheilds :: 4065.762
DPS to Corpus :: 5141.994
DPS to Grineer :: 4065.762
DPS to Infested :: 5141.994
Burst DPS :: 4878.915
Burst DPS to Shields :: 4878.915
Burst DPS to Corpus :: 6170.393
Burst DPS to Grineer :: 4878.915
Burst DPS to Infested :: 6170.393



And thanks for releasing this to the public. This makes life sooo much easier :D

Edited by oKibbles

Share this post


Link to post
Share on other sites
  • 0

I found a typo, "Damage per Mag to Sheilds"

Also not sure if this is an error or not, but when looking at serrated blades

did you ignore the 3x damage against infested due to Ancients not being

able to take 3x more.

Name :: Flux Rifle

Magazine Size :: 100

Total Ammo :: 640

Crit Chance :: 12.5%

Crit Damage Multiplier :: 440%

Fire Rate :: 10

Reload Time :: 2

Damage :: 342.38

Damage Shields :: 342.38

Damage Corpus :: 433.01

Damage Grineer :: 342.38

Damage Infested :: 433.01

Crit Damage :: 1506.472

Crit Damage to Shields :: 1506.472

Crit Damage to Corpus :: 1905.244

Crit Damage to Grineer :: 1506.472

Crit Damage to Infested :: 1905.244

Average Damage :: 924.426

Average Damage to Shields :: 924.426

Average Damage to Corpus :: 1169.127

Average Damage to Grineer :: 924.426

Average Damage to Infested :: 1169.127

Damage per Mag :: 48789.15

Damage per Mag to Sheilds :: 48789.15

Damage per Mag to Corpus :: 61703.925

Damage per Mag to Grineer :: 48789.15

Damage per Mag to Infested :: 61703.925

DPS :: 4065.762

DPS to Sheilds :: 4065.762

DPS to Corpus :: 5141.994

DPS to Grineer :: 4065.762

DPS to Infested :: 5141.994

Burst DPS :: 4878.915

Burst DPS to Shields :: 4878.915

Burst DPS to Corpus :: 6170.393

Burst DPS to Grineer :: 4878.915

Burst DPS to Infested :: 6170.393

And thanks for releasing this to the public. This makes life sooo much easier :D

Great catch, and yes. I only put in applicable multipliers that affect an entire faction. I might add in individual mob multipliers eventually, however.

Depending on this weekend's event I have save/load and melee weapons planned for version 0.3.

Share this post


Link to post
Share on other sites
  • 0

Extremely useful. Very much appreciated!! You should have a donate button!!

I appreciate the complement, but I'm not looking to gain any money from this. I just want to share a useful tool with the community. If I wanted money I wouldn't have posted the source.

Thanks regardless!

Share this post


Link to post
Share on other sites
  • 0

Since Arid Fear has been escalated I've pushed off 0.3 to a bit later. I gotta get those mods...

Quick update. I got my 101 points, so I'm going to get on V0.3. My objective is to rework the mods handling system to better support dual mods, add in thew new dual mods from this event, and implement save/load features.

Edited by GottFaust

Share this post


Link to post
Share on other sites
  • 0

Version 0.3 is up. Save/load, mod system back-end rework, and Operation Arid Fear mods.

Share this post


Link to post
Share on other sites
  • 0

Did I put something wrong on the chart, or is that correct?
Seems a little high to me.

NjYABd0.png

Share this post


Link to post
Share on other sites
  • 0

Did I put something wrong on the chart, or is that correct?Seems a little high to me.

NjYABd0.png

That's basically correct. The DoT is actually 18.75 by the way.

The Acrid is a sustain-DPS monster. Nothing, sidearm or primary, even comes close, though the Boar can out-burst it.

One thing to note though: no human I know of can click 18 times a second with any regularity. The average is somewhere around 7, so you'll more than likely never actually see that DPS given its semi-auto nature.

Edited by GottFaust

Share this post


Link to post
Share on other sites
  • 0

Hello , a really thank for this soft , i have find a little error :

 

Ammo stock ( shotgun) give me 90% at lvl 5 , it's 60%.

 

I edit my post if i find error.

 

Thank a lot

Share this post


Link to post
Share on other sites
  • 0

Hello , a really thank for this soft , i have find a little error :

 

Ammo stock ( shotgun) give me 90% at lvl 5 , it's 60%.

 

I edit my post if i find error.

 

Thank a lot

Thank you for the heads-up. I'll take a look when I get off work in a few hours

Share this post


Link to post
Share on other sites
  • 0

Did you already update the AP mod for secondaries yet?

0.3.1 should have the updated value. Is there a problem?

Share this post


Link to post
Share on other sites
  • 0

Version 0.3.2 is up. It's a minor update and just fixes the incorrect Ammo Stock power value.

Share this post


Link to post
Share on other sites
  • 0

I'm looking for a program that can take the .JAR file and compile it into a working file but they all seem to require Java Runtime to be installed on the system. So any suggestions or is it a no go?

Share this post


Link to post
Share on other sites
  • 0

I'm looking for a program that can take the .JAR file and compile it into a working file but they all seem to require Java Runtime to be installed on the system. So any suggestions or is it a no go?

Maybe I'm missunderstanding you, but you'll need JRE 1.7 (Just Java 7 to non-developers) to use my application at all. You should be able to just double-click it like any other program. Here's a link to JRE 1.7 if you don't already have it installed: http://java.com/en/download/index.jsp . If you're looking for the JDK (java development kit) you can find it here: http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html .

Share this post


Link to post
Share on other sites
  • 0

For those wondering what formulas that I'm using to calculate this data, here's the basics:

Bullet(or chunk) damage = ((x*y)+((x*y)*f)+((x*y)*i)+((x*y)*e)+((x*y)*a))*m

  • x is base damage(or damage per chunk for continuous weapons)
  • y is the base damage multiplier in decimal (serration, hornet strike, ect...)
  • f is the total fire damage multiplier in decimal
  • i is the total ice damage multiplier in decimal
  • e is the total electrical damage multiplier in decimal
  • a is the total armor pierceing damage multiplier in decimal
  • m is 1 + the multishot multiplier in decimal
Crit Damage = d*c

  • d is the damage calculated above
  • c is the crit multiplier in decimal
Fire Rate = f*m

  • f is the base fire rate
  • m is the fire rate multiplier in decimal
Iteration Time = (m/f)+r

  • m is the magazine size
  • f is the adjusted fire rate
  • r is the reload time
Iteration Damage = ((x-(y*x)*d)+((y*x)*c)

  • x is the toal magaize size or fire-time for continuous weapons
  • y is the crit rate in decimal
  • d is the calculated non-crit damage
  • c is the calculated crit damage
Iterations per Minute = 60/i

  • i is the total iteration time calculated above
Damage per Minute = i*n

  • i is the calculated iteration damage
  • n is the calcualted number of iterations in a minute
Damage per Second = d/60

  • d is the calculated damage per minute

Note that burst damage does not factor reload time into the iteration, but is otherwise calculated the same.

There are a lot more formulas being used, but this should get you started.

  • Upvote 1

Share this post


Link to post
Share on other sites
  • 0

Tracked this down per our discussions about the Flux rifle. No idea where that 180% dmg was coming from, when I plugged everything in I got the ~251 dmg/tick I had calculated, so alls good.

 

This tools pretty useful, and the calculations seem accurate. Thanks for the work you've put into it.

 

I'd like to see mod cost slotted in somewhere between the drop down ranks and the output window, if you could. Not hard to calculate by hand but definitely something useful when planning builds.

 

I love the saving/loading of files, a very nice touch being able to save builds and compare them later.

Share this post


Link to post
Share on other sites
  • 0

Tracked this down per our discussions about the Flux rifle. No idea where that 180% dmg was coming from, when I plugged everything in I got the ~251 dmg/tick I had calculated, so alls good.

 

This tools pretty useful, and the calculations seem accurate. Thanks for the work you've put into it.

 

I'd like to see mod cost slotted in somewhere between the drop down ranks and the output window, if you could. Not hard to calculate by hand but definitely something useful when planning builds.

 

I love the saving/loading of files, a very nice touch being able to save builds and compare them later.

Thanks, I'm glad you like it. If you are familiar with coding: check out the source. Any input is welcome.

As to the mod costs: I've been thinking of doing that actually. I'll put it on the todo list. I was actually thinking of factoring mod slot polarities, but that might take up too much room on the UI.

Share this post


Link to post
Share on other sites
  • 0

There's a problem with the "average damage" calculations. I haven't looked at the source code, but "average damage" seems to simply be averaging normal hits and crits, or calculating (normal damage + crit damage) / 2. This is inaccurate as it gives no regard to crit chance. A more accurate calculation for average damage would be base damage * (1 + critical chance * (critical damage - 1)).

 

Example:

 

Twin Gremlins:

With old formula: 30 damage, 15% cc, 150% cd = 37.5 average damage -- incorrect

With new formula: 30 damage, 15% cc, 150% cd = 32.25 average damage -- correct

 

Calculations elsewhere seem to be OK.

Edited by Farge

Share this post


Link to post
Share on other sites
  • 0

There's a problem with the "average damage" calculations. I haven't looked at the source code, but "average damage" seems to simply be averaging normal hits and crits, or calculating (normal damage + crit damage) / 2. This is inaccurate as it gives no regard to crit chance. A more accurate calculation for average damage would be base damage * (1 + critical chance * (critical damage - 1)).

 

Example:

 

Twin Gremlins:

With old formula: 30 damage, 15% cc, 150% cd = 37.5 average damage -- incorrect

With new formula: 30 damage, 15% cc, 150% cd = 32.25 average damage -- correct

 

Calculations elsewhere seem to be OK.

  

ammo mutation only has ranks 0-3

Good catches. I'm out of town until this evening, but I'll get on those when I get back.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×
×
  • Create New...