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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 downloaded v0.5.0, and I noticed that Stunning Speed, a pistol mod, was misspelled as Sunning Speed. Also, Stunning Speed appears to increase reload time rather than decreasing it. For example, a reload speed of 2 seconds becomes 2.8 seconds with a fully ranked Stunning Speed.

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I downloaded v0.5.0, and I noticed that Stunning Speed, a pistol mod, was misspelled as Sunning Speed. Also, Stunning Speed appears to increase reload time rather than decreasing it. For example, a reload speed of 2 seconds becomes 2.8 seconds with a fully ranked Stunning Speed.

Thanks for the heads-up. You should be able to correct those problems with the mod manager locally. I'll add them to my list of changes that I've got lined up for after Christmas.

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In your synapse Sample is Point Strike ranked at 5, but it only needs to be ranked 3 times cause 50% * 2 = 100%.

So I changed that and saw that my damage went down. Is this a bug or did I do something wrong

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In your synapse Sample is Point Strike ranked at 5, but it only needs to be ranked 3 times cause 50% * 2 = 100%.

So I changed that and saw that my damage went down. Is this a bug or did I do something wrong

Yes, the extra 25% crit chance actually does something. It adds a 25% chance for the a crit to hit twice. This has been verified by multiple sources to be the correct functionality. It's been in since the Synapse went live (probably before, but nothing could get above 100% before), so it's safe to assume that it's intended.

As a quick update: development on this will continue when the damage thrash has calmed down. It appears that It might have already, but I'm waiting to see what they do with Wednesday's update.

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The mod "Bane of Grineer" seems to be functioning incorrectly. The added damage is appears to be reflected in the chart, however, not in all of the numerical values. For example, On a build without "Bane of Grineer" it takes 3.191 seconds to kill a level 100 Heavy Gunner and it does 5908.628 damage per second to Grineer. When I add a rank 4 "Bane of Grineer" the statistics say that my weapon does 7183 damage per second against Grineer, and the graph reflects the change. However, the time it takes to kill a lvl 100 Heavy Gunner remains the same: 3.191. Perhaps I missed something in how the damage is calculated, but I would think that by increasing the damage to all Grineer by 20% that the time it takes to kill a heavy gunner would decrease.

Despite this, everything else I tried  worked great. Thanks for doing this.

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The mod "Bane of Grineer" seems to be functioning incorrectly. The added damage is appears to be reflected in the chart, however, not in all of the numerical values. For example, On a build without "Bane of Grineer" it takes 3.191 seconds to kill a level 100 Heavy Gunner and it does 5908.628 damage per second to Grineer. When I add a rank 4 "Bane of Grineer" the statistics say that my weapon does 7183 damage per second against Grineer, and the graph reflects the change. However, the time it takes to kill a lvl 100 Heavy Gunner remains the same: 3.191. Perhaps I missed something in how the damage is calculated, but I would think that by increasing the damage to all Grineer by 20% that the time it takes to kill a heavy gunner would decrease.

Despite this, everything else I tried  worked great. Thanks for doing this.

I'll take a look at that when I go in to add the new surface types, but it all depends on what you dropped for it, and what's resulting in the time to kill being that way. Keep in mind that certain procs and proc rates might actually have a much larger impact on the time required to kill a target than the DPS you're dealing against said target.

Do the other bane mods function as you'd expect them to?

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Bane of Corpus works as I would expect- it decreases the time for moas and techs.. The Bane of Infested doesn't appear to change the time for a lvl 100 Toxic Ancient though. I was testing them with and without the mods. I didn't replace anything. Also, as far as I know, Bane of Grineer doesn't add any procs. It is just simply adding damage, which I would expect to decrease the time. 

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Bane of Corpus works as I would expect- it decreases the time for moas and techs.. The Bane of Infested doesn't appear to change the time for a lvl 100 Toxic Ancient though. I was testing them with and without the mods. I didn't replace anything. Also, as far as I know, Bane of Grineer doesn't add any procs. It is just simply adding damage, which I would expect to decrease the time.

Ok, something may be broken: adding it to my to-do list.

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Anyone know where to find the burst fire rate vs the regular fire rate for burst weapons? Everywhere I look I can only find one fire rate listed (the rate in the UI and the rate in the wiki don't match either).

 

Burston Prime being the specific weapon in question - thanks.

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Now with the new status mod, hammer shot or Malignant force? =)

On the synapse: both.

Anyone know where to find the burst fire rate vs the regular fire rate for burst weapons? Everywhere I look I can only find one fire rate listed (the rate in the UI and the rate in the wiki don't match either).

 

Burston Prime being the specific weapon in question - thanks.

I base my info in this regard off of some data-mined data available on Reddit. It saves me the time of having to data mine it myself as it's not readily available in game sadly. Edited by GottFaust
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Hey there! I've got a bug report for ya.

It looks like mods that improve reload speed are *increasing* reload time rather than decreasing it. A 3.0s reload pistol with a maxed Quickdraw goes to 4.4s, for example. The same is true of Stunning Strike and Fast Hands; I assume that it's the same for all reload mods.

Just to confirm, the DPS line also went down significantly when applying reload mods.

Also, in the mod manager, the Effect Type on reload is listed as 'ReladSpeed'.

Edit: I took a look in the source code and it appears it's simply doing (New Reload) = (Base Reload) * (1 + Reload Mod %). The game uses (New Reload) = (Base Reload) / (1 + Reload Mod %). Tested in-game with a 2.0 reload rifle and a 25% Fast Hands, which gave me 1.6s reload (2 / 1.25).

Edited by Okonomiyaki
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Hey there! I've got a bug report for ya.

It looks like mods that improve reload speed are *increasing* reload time rather than decreasing it. A 3.0s reload pistol with a maxed Quickdraw goes to 4.4s, for example. The same is true of Stunning Strike and Fast Hands; I assume that it's the same for all reload mods.

Just to confirm, the DPS line also went down significantly when applying reload mods.

Also, in the mod manager, the Effect Type on reload is listed as 'ReladSpeed'.

Edit: I took a look in the source code and it appears it's simply doing (New Reload) = (Base Reload) * (1 + Reload Mod %). The game uses (New Reload) = (Base Reload) / (1 + Reload Mod %). Tested in-game with a 2.0 reload rifle and a 25% Fast Hands, which gave me 1.6s reload (2 / 1.25).

Yeah someone actually already reported that problem and one involving burst-fire weapons over PM a couple of days ago.

Thanks for pointing it out though. It's on my TODO list for when I get time to work on this beast again, but you can fix it locally by inverting the value in your local mod database as a temporary fix.

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Yeah someone actually already reported that problem and one involving burst-fire weapons over PM a couple of days ago.

Thanks for pointing it out though. It's on my TODO list for when I get time to work on this beast again, but you can fix it locally by inverting the value in your local mod database as a temporary fix.

 

Awesome, thanks!

 

I tried inverting it, though, and it's still a touch off.  After inversion, it's now doing 2s * (1 - 0.25), which gives 1.5s instead of the expected 1.6s from 2s / (1 + 0.25).  For now I'll just calculate it myself and change the weapon's base reload time as if I had the mods installed, but it's great to hear that you're already on it.

Edited by Okonomiyaki
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Quick update:

I'm still chugging away on this this thing. Time has been somewhat limited, and the recent adjustments to continuous-fire weapons have made it all a bit more complicated. I should hopefully have an updated version for you guys sooner than later.

Edited by GottFaust
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i think there is a problem added the cicero mod and now it says my secondary can kill a heavy grineer 100 lvl in 1 sec 0_o

Edit : How accurate this is because i see some weird stuff like Gorgon having the same TTK with Soma and Boltor being better than Supra 

Edited by Garuger
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Hey, I was doing a build for the soma and was just wondering why split chamber gives better raw damage per second than heavy cal? Build is Cryo 5, Hellfire 5, Infected Clip 5, Hammershot 3, Point Strike 5, Vital Sense 5, Serration 10, and then switching between the 2 maxed.

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i think there is a problem added the cicero mod and now it says my secondary can kill a heavy grineer 100 lvl in 1 sec 0_o

Edit : How accurate this is because i see some weird stuff like Gorgon having the same TTK with Soma and Boltor being better than Supra

That all depends on the secondary. Many of them are extremely powerful. That being said: the current version inaccurate to what you'll see in the game right now. I should have an updated version ready to go tomorrow.

Hey, I was doing a build for the soma and was just wondering why split chamber gives better raw damage per second than heavy cal? Build is Cryo 5, Hellfire 5, Infected Clip 5, Hammershot 3, Point Strike 5, Vital Sense 5, Serration 10, and then switching between the 2 maxed.

Keep in mind that doubling the number of projectiles doubles ALL damage, even that of the initial serration. Heavy Caliber just operates like a second serration with an ammo drop.

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That all depends on the secondary. Many of them are extremely powerful. That being said: the current version inaccurate to what you'll see in the game right now. I should have an updated version ready to go tomorrow.

 

Well i used cestra i dont think it would be that powerful to do something like that.However if you are saying it is innacurate i understand and i will wait or the next update tomorrow :D 

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