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


GottFaust
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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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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.

bind another key for fire ;)

 

I was after a web version of something like this, that way it's easier keep values updated. But it's pretty good work.

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For whatever reason, I can't get ths to run. I have Java installed, but for whatever reason 7-zip was selected as the default program for jar files. Even though I re-associated the file with javaw.exe, it won't open. I have a feeling I need to add the run variables to the javaw.exe, but I dont know where to. I read you need -JAR %1 at the end of the action string.

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Is it updated to handle Damage 2.0 ?

Not yet. I've got a good understanding of the new system, but I haven't been able to tear myself away from the game long enough to rewrite this thing yet. I'm hoping to have time to work on it this coming weekend after thanksgiving and black friday calm down.

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Not yet. I've got a good understanding of the new system, but I haven't been able to tear myself away from the game long enough to rewrite this thing yet. I'm hoping to have time to work on it this coming weekend after thanksgiving and black friday calm down.

 

Looking forward to the new version for Damage 2.0! Can't wait.  :)

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Sadly it's not going to be done today as this is a massive re-write, but what do you guys think about a Mod Editor feature that'll allow the local user to edit, maintain, and add to a mods database for use in the calc?

as long as it's easy to understand, that would be awesome. :3

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as long as it's easy to understand, that would be awesome. :3

It should be.

I'm also redesigning the main UI a bit to allow for mod polarities, mod slot polarities, and mod point-totals. Hopefully I'll have some screenshots within the next day or so.

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what do you guys think about a Mod Editor feature that'll allow the local user to edit, maintain, and add to a mods database for use in the calc?

I'm up for that!

 

Sorry about the delay, I've had some personal matters come up. I should have some time to work on this a bit this weekend.

If ever you need help, I know a bit of Java.

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Just a quick update: this is turning out to be a long process. I'm doing a lot more than just updating to damage 2.0 at this point.

  • The Mod Manager is done.
  • The default Mod-DB is coming along nicely.
    • It would be done, but data-entry can be somewhat boring.
  • The Rework of the main UI is probably 70%
    • The Rework of the mods panel is done, but there are a couple of use-cases eluding me right now.
    • The UI changes to support the new damage system are in place.
    • I still haven't started on one of the new features I have planned: A DPS plot-chart to show easy comparisons between defense and faction types.
  • The actual math behind it is being completely redone as well, and is probably ~30% at the moment.
I'll put up some screenshots when the new UI is completely done.
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With the recent thrashing going on with the damage system: I've slowed down my development a bit.

That being said, here's a preview screenshot:

WWDPSCv05Preview.png

You'll note that the text output isn't done, and the DPS values on the graph are place-holders, but the UI is fully functional. The Mod Manager launches from a menu next to the File menu. It vanishes while the manage is open though. The current DPS calculations will be displayed on the graph in yellow with the previous in gray to allow easy visual comparisons while min-maxing.

I may end up pushing through and releasing it this weekend, but I'm worried about more damage-thrash going on next week.

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Looks awesome!

 

The damage resistances are probably gonna change again soon and the melee overhaul might create some extra work.

But maybe it's a good idea to release your damage calculator anyway so we can start cropping out eventual UI or mod mistakes?

 

It's up to you really, either way keep up the good work!

Edited by CubedOobleck
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nice... very enlightening... now the problem is... it clears the data when I load something.

 

I saved a couple of builds and I want to compare em. Every time I load one, it erases the previous calculations and I find myself manually inputting the values all over.

 

I hope you can include this little feature in.

 

Thanks! :D

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nice... very enlightening... now the problem is... it clears the data when I load something.

 

I saved a couple of builds and I want to compare em. Every time I load one, it erases the previous calculations and I find myself manually inputting the values all over.

 

I hope you can include this little feature in.

 

Thanks! :D

That had a really simple fix.

I've uploaded it again without a version change. Download it again and you should be able to load without the graph and output area clearing.

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hmmm fire rate seems to affect continuous fire weapons like flux and synapse... wiki does have fire rate values... but i'm not sure how the game uses it if it ever does.

https://forums.warframe.com/index.php?/topic/150208-continuous-fire-weapons-and-fire-rate/

looks like it does.

Fire rate mods affect continuous-fire weapons now, but they still drain a base 10 ammo per second and deal 50 small damage ticks per second, before mods, regardless of their base fire-rate stat. I could display the listed fire-rate instead of the real 50 if you think that would reduce some confusion.

it says "sield" in the graph after "Armor" small typo, missing an "h"

Thanks for the heads-up. I'll fix it when I get off work.

Edit - Fixed without a version change. Re-download it for a version without the typo.

Edited by GottFaust
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