| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Astorothe
Amarr
|
Posted - 2006.07.19 23:12:00 -
[1]
I've suddenly realised I have no idea how to accurately determine DPS for my ship. I always thought people were estimating, but have seen some pretty specific figures mentioned in posts.
Is there a piece of software (ala Eve Mon, Quick Fit) that works this out based on skills, setup, etc?
Apologies if this is a blatently obvious question - but I dont see any way of getting this figure accurately.
Kind regarda
Ono-Sensai Corporation for Role Players Gaming Network Members |

DroppedAschild
|
Posted - 2006.07.19 23:14:00 -
[2]
dmg mod / rate of fire * number of guns * ammo dmg
|

Reason58
|
Posted - 2006.07.19 23:16:00 -
[3]
Please note that will give you an extremely rough number, as it won't take into account tracking speed, signature radius, velocity, and the like.
|

Astorothe
Amarr
|
Posted - 2006.07.19 23:20:00 -
[4]
Originally by: Reason58 Edited by: Reason58 on 19/07/2006 23:16:39 Please note that will give you an extremely rough number, as it won't take into account tracking speed, signature radius, velocity, the fact that missiles take time before they start hitting while lasers are instant, and the like.
Thats what I suspected, but I have seen some posts where folks debate DPS down to the 10's of damage (ie they say 310 dps vs 300 dps) so I figured there may be some whiz bang software that works this out?
Ono-Sensai Corporation for Role Players Gaming Network Members |

Merin Ryskin
Caldari
|
Posted - 2006.07.19 23:21:00 -
[5]
Quick Fit does it for you, and includes options to set the target's velocity/sig radius/resists/etc. That's probably where the detailed numbers are coming from. Oh, and most of them are for a target 0 resists, 100000000m sig radius, 0m/s velocity, 0m range. So that explains why your real-world results are lower than the DPS numbers quoted by everyone.
|

Mangus Thermopyle
Chosen Path Center for Disease Creation
|
Posted - 2006.07.20 00:33:00 -
[6]
Edited by: Mangus Thermopyle on 20/07/2006 00:33:24 You can also undock in your ship, right click the weapons in space and see the damage multiplier, and then its a simple formula: - ammunition base damage * weapon damage multiplier * number of guns / rate of fire.
As far as I know, its 100% accurate (or atleast it should be), and it takes 20 seconds to compute.
|

Astorothe
Amarr
|
Posted - 2006.07.20 01:26:00 -
[7]
Awesome, thanks guys.
Ono-Sensai Corporation for Role Players Gaming Network Members |

Kybane Atreides
Malum Vir
|
Posted - 2006.07.20 01:35:00 -
[8]
Yeah, was just about to say QuickFit. Works very nice, puts drones in too. Although the Target Painter, if more than one, doesn't stack right heh... ------------------------ Malum Vir Pirate Corporation Recruitment I'm too sexy for my Cyclone... |

sr blackout
Minmatar
|
Posted - 2006.07.20 04:59:00 -
[9]
how do you figure fighter/drones? if you cant see there stats well not updated with skills in space? do you assume the skills work as intented? and do your math then?
|

Linavin
Mercurialis Inc. Interstellar Alcohol Conglomerate
|
Posted - 2006.07.20 05:04:00 -
[10]
As far as quickfit goes, I have found it to be buggy (i.e. leaving out certain variables for damge) so I wouldn't rely on the quickfit calcs 100%. Your best bet is to simply calculate it youself IMO. ---
Originally by: Boris A I found the rock music button!
|

Gariuys
Gallente
|
Posted - 2006.07.20 07:47:00 -
[11]
Calculate it yourself, and if you want speed/tracking/sig radius into it. Use the flash thingie in the player guide.
|

Dragy
|
Posted - 2006.07.20 08:07:00 -
[12]
plz note that if you calculate the dps how everyone told you to , you wont take into account the clip sizes and reload time.
|

Delta Pyro
|
Posted - 2006.07.20 09:44:00 -
[13]
Edited by: Delta Pyro on 20/07/2006 09:44:42
Originally by: Mangus Thermopyle Edited by: Mangus Thermopyle on 20/07/2006 00:33:24 You can also undock in your ship, right click the weapons in space and see the damage multiplier, and then its a simple formula: - ammunition base damage * weapon damage multiplier * number of guns / rate of fire.
As far as I know, its 100% accurate (or atleast it should be), and it takes 20 seconds to compute.
is base damage both shield and armor damage added up together? or what?
|

Gariuys
Gallente
|
Posted - 2006.07.20 09:58:00 -
[14]
Originally by: Delta Pyro Edited by: Delta Pyro on 20/07/2006 09:44:42
Originally by: Mangus Thermopyle Edited by: Mangus Thermopyle on 20/07/2006 00:33:24 You can also undock in your ship, right click the weapons in space and see the damage multiplier, and then its a simple formula: - ammunition base damage * weapon damage multiplier * number of guns / rate of fire.
As far as I know, its 100% accurate (or atleast it should be), and it takes 20 seconds to compute.
is base damage both shield and armor damage added up together? or what?
No it's all the damage done over the different damage types for that ammo added together. ( the armor/shield values, are that value against base as in no resistance modules resistances )
|

sr blackout
Minmatar
|
Posted - 2006.07.21 04:50:00 -
[15]
Originally by: Gariuys
Originally by: Delta Pyro Edited by: Delta Pyro on 20/07/2006 09:44:42
Originally by: Mangus Thermopyle Edited by: Mangus Thermopyle on 20/07/2006 00:33:24 You can also undock in your ship, right click the weapons in space and see the damage multiplier, and then its a simple formula: - ammunition base damage * weapon damage multiplier * number of guns / rate of fire.
As far as I know, its 100% accurate (or atleast it should be), and it takes 20 seconds to compute.
is base damage both shield and armor damage added up together? or what?
No it's all the damage done over the different damage types for that ammo added together. ( the armor/shield values, are that value against base as in no resistance modules resistances )
but if you wanted to go into detail and calc how much dmg would be done vs a ships sheilds or armor.. you would then use the res's right? and how would you calc this with multi dmgs? would you do it then dps based on each dmg type and res and add it up?
|

CFC Fodder
|
Posted - 2006.07.21 05:26:00 -
[16]
Edited by: CFC Fodder on 21/07/2006 05:27:01 sr blackout-
That would have to be calculated very precisely for the ship you are going up against, as not only modules, but also skills, would modify the resists of both shields and armor. In a generic way, you could take the base resists of a ship, and calculate it out (multiplying your base DPS against the percentage, either as a fraction or decimal number), but that might be a bit tedious, considering the number of ships in game. 
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |