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


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Hello Tenno, I have a useful little tool for you.

This calculator will allow you to try out weapon mod builds, compare weapons againts different factions and enemy types, manage your own user-created mods, and explore a complete stat-set containing Damage per Shot, Damage Per Second, Burst Damage, and Time-To-Kill values in an easy-to-use easy-to-read UI.

The user will need to enter the basic gun attributes as DE changes those so often that maintaining that info locally would prove to be a pain. The Wiki page is an excellent source of the required attributes. You can find it at: http://warframe.wikia.com/wiki/WARFRAME_Wiki if you didn't already know. If you have any questions about an individual field and what it means, just hover your mouse over it and a description with any pertinent information will be displayed as a tool-tip.

Version: 0.5.4

  • Fixed a major bug with DoTs and TTK
  • Fixed a typo in Stunning Speed
Version: 0.5.3
  • Updated to reflect U12 changes
Download Links

Executable JAR file:

https://drive.google.com/file/d/0B6EdgMHjBhOHX0F1TElRS0FQaTQ/edit?usp=sharing

Just double-click it like you would any EXE. The default mod database is generated at the location you run the app from if it doesn't exist there already.

Source Code:

https://drive.google.com/file/d/0B6EdgMHjBhOHSGpCRV9oblU2VE0/edit?usp=sharing

Because why shouldn't the community have the source code?

Example Saved File:

https://drive.google.com/file/d/0B6EdgMHjBhOHTkEyMFJobWZsVzQ/edit?usp=sharing

Requirements

  • Java 1.7
What it Does:
  • Supports Damage 2.0
  • Supports Rifles(including bows/snipers), Pistols, and Shotgun weapon types.
  • Calculates detailed Damage and Damage-per-Second information based on entered weapon attributes and selected mods.
  • Calculates the time required to kill a Heavy Gunner, Toxic Ancient, Corpus Tech, and Fusion Moa to allow for representation of the effects of procs such as Viral's max-health-drop.
  • Displays this information in an easy to read text format in a field that allows easy copying of said information for use elsewhere.
  • Maintains said information across calculations for easy comparison of builds for people how like to min-max.
  • Displays DPS values in an easy-to-read graph form and maintains the previous calculation for easy comparisons.
  • Allows saving and loading of weapon configurations to allow storing and sharing of builds.
  • Provides a tool to allow users to edit, delete, and add mods to the local Mod Database.
  • Calculates and displays mod costs and mod costs totals for use in build-planning.
  • Allows the user to edit the polarity of a given mod slot to support planning of weapon polarizations.
Future Enhancements
  • Melee Weapon DPS (Waiting on "Melee 2.0" currently scheduled for Update 12)
Setup Example

BOQO88b.png

Mod Manager Example

j5q9KX6.png

Changes made to current mods, deletions, and additions will be local until comitted to the database through the save button. This will allow the user to experiment without actually messing up the mod database. If for some reason you still manage to mess it up, just delete the mods.db file and re-launch the calculator. It will create a new one for you.

Example Output

_____________________________________________________________

Name :: Synapse

Magazine Size :: 100

Total Ammo :: 640

Crit Chance :: 125%

Crit Damage Multiplier :: 560%

Fire Rate :: 4 rounds per second

Reload Time :: 1.5 seconds

Status Chance :: 14%

Projectiles Per Shot :: 1.9

Status Procs Per Second :: 0.452

Burst Status Procs Per Second :: 0.56

Time to Empty magazine :: 6.25 seconds

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Raw Damage Per Shot :: 924.16

Electric Damage Per Shot :: 924.16

Damage Per Shot to Clone Flesh :: 924.16

Damage Per Shot to Ferrite Armor :: 924.16

Damage Per Shot to Alloy Armor :: 462.08

Damage Per Shot to Mechanical :: 1386.24

Damage Per Shot to Corpus Flesh :: 924.16

Damage Per Shot to Shield :: 924.16

Damage Per Shot to Proto Shield :: 924.16

Damage Per Shot to Robotic :: 1386.24

Damage Per Shot to Infested Flesh :: 924.16

Damage Per Shot to Fossilized :: 924.16

Damage Per Shot to Sinew :: 924.16

Damage Per Shot to Corpus :: 924.16

Damage Per Shot to Grineer :: 924.16

Damage Per Shot to Infested :: 924.16

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Raw Crit Damage Per Shot :: 5175.296

Electric Crit Damage Per Shot :: 5175.296

Crit Damage Per Shot to Clone Flesh :: 5175.296

Crit Damage Per Shot to Ferrite Armor :: 5175.296

Crit Damage Per Shot to Alloy Armor :: 2587.648

Crit Damage Per Shot to Mechanical :: 7762.944

Crit Damage Per Shot to Corpus Flesh :: 5175.296

Crit Damage Per Shot to Shield :: 5175.296

Crit Damage Per Shot to Proto Shield :: 5175.296

Crit Damage Per Shot to Robotic :: 7762.944

Crit Damage Per Shot to Infested Flesh :: 5175.296

Crit Damage Per Shot to Fossilized :: 5175.296

Crit Damage Per Shot to Sinew :: 5175.296

Crit Damage Per Shot to Corpus :: 5175.296

Crit Damage Per Shot to Grineer :: 5175.296

Crit Damage Per Shot to Infested :: 5175.296

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Raw Damage Per Second :: 16694.503

Damage Per Second to Clone Flesh :: 16694.503

Damage Per Second to Ferrite Armor :: 16694.503

Damage Per Second to Alloy Armor :: 8347.252

Damage Per Second to Mechanical :: 25041.755

Damage Per Second to Corpus Flesh :: 16694.503

Damage Per Second to Shield :: 16694.503

Damage Per Second to Proto Shield :: 16694.503

Damage Per Second to Robotic :: 25041.755

Damage Per Second to Infested Flesh :: 16694.503

Damage Per Second to Fossilized :: 16694.503

Damage Per Second to Sinew :: 16694.503

Damage Per Second to Corpus :: 16694.503

Damage Per Second to Grineer :: 16694.503

Damage Per Second to Infested :: 16694.503

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Raw Burst Damage Per Second :: 20701.184

Burst Damage Per Second to Clone Flesh :: 20701.184

Burst Damage Per Second to Ferrite Armor :: 20701.184

Burst Damage Per Second to Alloy Armor :: 10350.592

Burst Damage Per Second to Mechanical :: 31051.776

Burst Damage Per Second to Corpus Flesh :: 20701.184

Burst Damage Per Second to Shield :: 20701.184

Burst Damage Per Second to Proto Shield :: 20701.184

Burst Damage Per Second to Robotic :: 31051.776

Burst Damage Per Second to Infested Flesh :: 20701.184

Burst Damage Per Second to Fossilized :: 20701.184

Burst Damage Per Second to Sinew :: 20701.184

Burst Damage Per Second to Corpus :: 20701.184

Burst Damage Per Second to Grineer :: 20701.184

Burst Damage Per Second to Infested :: 20701.184

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Time to Kill a lvl 100 Heavy Gunner :: 42.5 seconds

Time to Kill a lvl 100 Toxic Ancient :: 1.75 seconds

Time to Kill a lvl 100 Corpus Tech :: 3.75 seconds

Time to Kill a lvl 100 Fusion Moa :: 2.25 seconds

Old Versions

Version 0.5.3

JAR:https://drive.google.com/file/d/0B6EdgMHjBhOHR1QwUjhGMGQ3N00/edit?usp=sharing

Source:https://drive.google.com/file/d/0B6EdgMHjBhOHemdGWnNJelJyZVU/edit?usp=sharing

Version 0.5.2

JAR:https://drive.google.com/file/d/0B6EdgMHjBhOHNkJvZ3JwSTFqaE0/edit?usp=sharing

Source:https://drive.google.com/file/d/0B6EdgMHjBhOHSW94NkgxdjlUMGc/edit?usp=sharing

Version 0.5.1

JAR:https://drive.google.com/file/d/0B6EdgMHjBhOHRmtmYTVhSDhDbUk/edit?usp=sharing

Source:https://drive.google.com/file/d/0B6EdgMHjBhOHS2VES2RCaTItSzQ/edit?usp=sharing

Version 0.5.0

JAR:https://drive.google.com/file/d/0B6EdgMHjBhOHUklkYmdfT1pUSms/edit?usp=sharing

Source:https://drive.google.com/file/d/0B6EdgMHjBhOHcWFscUU3U0cxTVE/edit?usp=sharing

Version 0.4.3

JAR:https://drive.google.com/file/d/0B6EdgMHjBhOHQUR3cG5vTlYyZWs/edit?usp=sharing

Source:https://drive.google.com/file/d/0B6EdgMHjBhOHdHJqRHNha2FSanc/edit?usp=sharing

Version 0.4.2

JAR:https://drive.google.com/file/d/0B6EdgMHjBhOHRmlpWTlFUnNoTFE/edit?usp=sharing

Source:https://drive.google.com/file/d/0B6EdgMHjBhOHcUh4dTNuV1ZaRE0/edit?usp=sharing

Version 0.4.1

JAR:https://docs.google.com/file/d/0B6EdgMHjBhOHQXhyUVB5NFVQMzA/edit?usp=sharing

Source:https://docs.google.com/file/d/0B6EdgMHjBhOHRTBEM0s5eGJSQXc/edit?usp=sharing

Version 0.4

JAR:https://docs.google.com/file/d/0B6EdgMHjBhOHN09lX1BXMmR2Ylk/edit?usp=sharing

Source:https://docs.google.com/file/d/0B6EdgMHjBhOHWlNGSHhkMkJmQTA/edit?usp=sharing

Version 0.3.2

JAR:https://docs.google.com/file/d/0B6EdgMHjBhOHYkU1YUJiQ2xLV3M/edit?usp=sharing

Source:https://docs.google.com/file/d/0B6EdgMHjBhOHTWNUZE9ybzlRakk/edit?usp=sharing

Version 0.3.1

JAR:https://docs.google.com/file/d/0B6EdgMHjBhOHbE9uZVZOT1dWUnM/edit?usp=sharing

Source:https://docs.google.com/file/d/0B6EdgMHjBhOHWHlDQUo2dHgtS28/edit?usp=sharing

Version 0.3

JAR: https://docs.google.com/file/d/0B6EdgMHjBhOHMENKOGFpd3lKYkk/edit?usp=sharing

Source: https://docs.google.com/file/d/0B6EdgMHjBhOHYlQwbDhRcDEwT1E/edit?usp=sharing

Version 0.2

JAR: https://docs.google.com/file/d/0B6EdgMHjBhOHWW5nbG9hcDZQRXM/edit?usp=sharing

Source: https://docs.google.com/file/d/0B6EdgMHjBhOHemxleFY5clNFbk0/edit?usp=sharing

Version 0.1

JAR: https://docs.google.com/file/d/0B6EdgMHjBhOHTVJrNDZMYlNBeFU/edit?usp=sharing

Source: https://docs.google.com/file/d/0B6EdgMHjBhOHNFZiVEo3eDRoNk0/edit?usp=sharing

I hope you enjoy it, and happy hunting!

Edited by GottFaust
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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
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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.

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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!

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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
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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
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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

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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 .

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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.

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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.

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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.

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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
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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.

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