Author Topic: dmg/sec  (Read 1116 times)

Offline TiGGar

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dmg/sec
« on: May 30, 2014, 03:22:25 pm »
Is it possible to add that stat to ship sheets  for easy compered dmg ?

like 100 dps reload 5 sec     so 20 dps per second
dps bonuses

with 20 dps per second its easier to multiplay it by bonuses.

ps great game anyway.

Offline Shrugging Khan

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Re: dmg/sec
« Reply #1 on: May 30, 2014, 03:36:51 pm »
Would be nice.
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Offline Aklyon

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Re: dmg/sec
« Reply #2 on: May 30, 2014, 03:39:41 pm »
How do you show the effect of multi-shot ships thoguh? A significant number of ships shoot more than one shot at once.

Offline Draco18s

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Re: dmg/sec
« Reply #3 on: May 30, 2014, 04:03:14 pm »
Damage * Shots / Reload
;)

Offline Winge

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Re: dmg/sec
« Reply #4 on: May 30, 2014, 08:59:17 pm »
Damage * Shots / Reload
;)

MAX(Damage - Armor, Damage * 0.2) * Shots * Hull Multiplier / Reload

For full DPS against a specific target.  Armor can have a major effect against ships like MLRS, which have a ton of low damage shots.  And actually, I'm not sure if armor is applied before or after the multiplier...it could be:

MAX(Damage * Hull Multiplier - Armor, Damage * Hull Multiplier * 0.2) * Shots / Reload

(I'd be grateful to hear from anyone who knows which way the armor formula works.)

You know, because it's so much more fun to complicate things. ;)  Of course, if you are only looking for base DPS (ignoring what it's targeting), which it sounds like the author wants, you would use the formula Draco mentioned.
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Offline Lancefighter

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Re: dmg/sec
« Reply #5 on: May 30, 2014, 09:00:34 pm »
dps per second

Laser gatlings should do dps per second. Maybe people would use them..
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Offline Draco18s

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Re: dmg/sec
« Reply #6 on: May 30, 2014, 10:09:24 pm »
Of course, if you are only looking for base DPS...

Only base DPS is considered, as this was supposed to go in the unit's tooltip info.

Offline Aklyon

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Re: dmg/sec
« Reply #7 on: May 30, 2014, 10:47:30 pm »
The tooltip which is full of text already?

Offline Draco18s

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Re: dmg/sec
« Reply #8 on: May 31, 2014, 12:03:01 am »
I think so, yep.

Offline Bognor

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Re: dmg/sec
« Reply #9 on: May 31, 2014, 12:50:24 am »
Damage * Shots / Reload
;)

MAX(Damage - Armor, Damage * 0.2) * Shots * Hull Multiplier / Reload

For full DPS against a specific target.  Armor can have a major effect against ships like MLRS, which have a ton of low damage shots.  And actually, I'm not sure if armor is applied before or after the multiplier...it could be:

MAX(Damage * Hull Multiplier - Armor, Damage * Hull Multiplier * 0.2) * Shots / Reload

(I'd be grateful to hear from anyone who knows which way the armor formula works.)

You know, because it's so much more fun to complicate things. ;)  Of course, if you are only looking for base DPS (ignoring what it's targeting), which it sounds like the author wants, you would use the formula Draco mentioned.
The second one, MAX(Damage * Hull Multiplier - Armor, Damage * Hull Multiplier * 0.2) * Shots / Reload

In other words, hull bonuses are a way to overcome high armor.

TiGGar: You might be interested in my spreadsheet, here.  The superweapons are out-of-date but most of the fleet ships, starships, and turrets are still correct or very close, apart from Laser Gatlings and Minipods, which both got buffed recently.
« Last Edit: May 31, 2014, 12:54:42 am by Bognor »
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