How to calculate DPS of your weapons?

    Joined
    Jun 24, 2013
    Messages
    56
    Reaction score
    0
    • Legacy Citizen 2
    • Legacy Citizen
    Title says it all. We have a dmg value and a reload value but idk if there are any other facotrs. Some one that knows please explain how.
     
    Joined
    Apr 21, 2013
    Messages
    1,714
    Reaction score
    650
    • Top Forum Contributor
    • Legacy Citizen 3
    • Councillor Gold
    I believe damage calulation is 35^0.5x with x representing the number of blocks in a cluster
     
    Joined
    Sep 29, 2013
    Messages
    1
    Reaction score
    0
    • Legacy Citizen
    yeah, but how would i calculate my damage output PER SECOND, not per click, based on damage-per-click and reload speed? i believe this is the real question.
     
    Joined
    Dec 30, 2012
    Messages
    790
    Reaction score
    1
    • Legacy Citizen 4
    lol What ? no...

    I didn\'t expect such answer from an old player.



    The DPS (Damage Per Second) of your weapons is X*Y*1000/Z

    where:

    X = Number of cannon arrays (if all of them have the same ammount of blocks, if not, you have to do it separatedly for each array and sum them)

    Y = Damage per bullet stat in Weapons Menu

    Z = Reload stat.
     

    fire219

    1200° Plasma
    Joined
    Sep 23, 2012
    Messages
    443
    Reaction score
    117
    • Legacy Citizen 4
    What mike said is the right one for per second.



    damage per click (per cannon) * number of cannons / (1000/reload stat)
     
    Joined
    Aug 23, 2013
    Messages
    379
    Reaction score
    65
    Hi,

    For completeness, there are several important values. The first value is \"burst DPS\"; which is calculated as above. This represents the amount of damage you\'d do per second if you had an infinite supply of power.

    The second important value is how long you can do \"burst DPS\" for. I\'ll call this \"burst length\". To determine \"burst length\", start with full power and (without moving the ship) fire your weapons and measure how long it takes to run out of power.

    The third important value is how much damage you can do continuously, called \"continuous DPS\". Often this is limited by power regeneration. If your \"burst length\" is infinite (you don\'t run out of power at all) then \"continuous DPS\" is equal to your \"burst DPS\". Otherwise; start by calculating how much power your weapons consume each second by using \"power_consumed_per_second = (burst_length * power_regen + power_storage) / burst length\". Once you\'ve calculated how much power your weapons consume each second you can scale your \"burst DPS\" down. Basically; \"continuous_DPS = burst_DPS * power_regen/ power_consumed_per_second\".

    For an example; let\'s say there\'s a ship that has can do 800 K damage per second for 2 seconds before it runs out of power; that has 200 million power storage and 5 million e/second power regeneration. Power consumed by weapons per second would be \"(2 * 5000000 + 200000000) / 2 = 210000000 / 2 = 105000000 e/second consumed\". In that case, continuous DPS is \"800000 * 5000000 / 105000000 = 38095 damage per second\".

    When you\'re fighting against weak ships (e.g. ships that die before you run out of power) \"burst DPS\" is what matters. When you\'d not just picking on weaklings \"continuous DPS\" is what matters.

    For example, if a ship does 800 K damage for 2 seconds before it runs out of power and then does 38 K damage per second after that, and its target is a ship with 5 million shields; then for the first 2 seconds it\'d do 1.6 million damage (bringing the target\'s shields down 3.4 million) and then it\'s going to take about 90 seconds more to get the target\'s shields down to zero.

    This brings me to a final rating I\'ll call \"self kill time\". This is how long it would take a ship to kill an identical ship\'s shields. For example; if a ship does 800 K damage for 2 seconds then 38 K damage after that and has 5 million shields; then its \"self kill time\" is 92 seconds. The \"self kill time\" is a good indicator of what sort of role a ship would be good for - if the \"self kill time\" is low then it\'s designed for defense (fleet support, carrier, mothership) and if the \"self kill time\" is high then it\'s designed for offense (fighter, destroyer).

    Note: The main reason I\'m mentioning all of this is that help people assess their own ship designs. When you\'re building a ship it\'s tempting to go for high \"burst DPS\" and end up with a very badly designed ship (poor \"continuous DPS\" and very low \"self kill time\") because power generators and shields were sacrificed for more AMCs. These ships are only really good for taking out ships that are a lot smaller, and tend to get killed very quickly in any sort of fair fight.
     
    Joined
    Dec 30, 2012
    Messages
    790
    Reaction score
    1
    • Legacy Citizen 4
    The problem is that continuous DPS is not the same as the calculable one, due to how things load and affected by ping, the DPS can be lower, or even higher, depending on the case...
     
    Joined
    Aug 23, 2013
    Messages
    379
    Reaction score
    65
    Hi,

    You\'re right. The other thing that isn\'t quite exact is the \"self kill time\" part, because it ignores the fact that a target\'s shields regenerate while you\'re doing damage (and any hull/blocks you need to destroy before you hit core).

    Despite all this; the main point remains - continuous DPS is something worth considering for a good ship design.