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Georges Monluc
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Posted - 2007.02.09 18:49:00 -
[1]
I see it a lot, I'm just wondering; I assume for the sake of ease of reading and comparability people give DPS on untanked targets - is that usually done with quickfit's DPS estimator, or by multiplying the show-info module and missile info together, or what? The two don't seem to give me the same figure; and the two figures for my (crummy named) Raven are 299 and 251 respectively, without counting drones and with 2 BCU2. Seems... markedly anemic even allowing for the fact that 'cookie cutter' mission running ravens with Cruise 2 are supposed to range around 700.
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Imechal Ravpeim
International Multi-Player Consortium Interstellar Alcohol Conglomerate
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Posted - 2007.02.09 18:51:00 -
[2]
Quick-fit's dps calculator sucks from what i hear.
It's really simple actually...
(damage multiplier/rate of fire) x ammo damage x number of turrets/missle bays
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James Lyrus
Lyrus Associates
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Posted - 2007.02.09 18:59:00 -
[3]
Quickfit is the easy way, but it does sometimes get it woefully wrong. Especially if you have reductions from both sig and velocity on missiles.
You're doing it correct, damage * no. mods / RoF
(DoT is the same, but factoring in reloads)
However, you'll find tha tthe 'show info' on mod and missile are incorrect if you have BCUs fitted. IIRC it's correct on RoF, but incorrect on missile damage. Just note a structure shot on something appropriately big and slow, and use that number.
I think you're wrong on the cookie cutter raven though. Cruise II ravens with Fury missiles are about 400-500 with good skills if I recall correctly.
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Azerrad InExile
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Posted - 2007.02.09 19:04:00 -
[4]
Math.
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Christopher Dalran
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Posted - 2007.02.09 19:08:00 -
[5]
What most people avoid like the plague, math.
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Christopher Dalran
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Posted - 2007.02.09 19:09:00 -
[6]
Lol azerrad, are you a doppleganger?
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Georges Monluc
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Posted - 2007.02.09 19:10:00 -
[7]
I asked for confirmation that I was using the conventional math used on the forum - highest, untanked damage / rof. Not sure where trolling comes into it. Appreciate the topical replies.
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Christopher Dalran
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Posted - 2007.02.09 19:14:00 -
[8]
Fit a gun and look at its damage mod (skills taken into account here) then look at the ammo type you are using and the ROF of the gun.
Next multiply the Ammo with the damage mod and divide by the ROF.
That is your generic DPS against 0% resists.
The problem is you dont get the targets tank figured in, you dont factor in your tracking and the targets speed/transversal. All these my DPS is xxxx threads are prety pointless.
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darkmancer
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Posted - 2007.02.09 19:15:00 -
[9]
For missiles 1. Show info on ship get the ROF 2 jetison and can and shoot it (show info doesnt give a true number) 3 use the figure you get from poping can / ROF 4 times number of launchers.
For example my missioning cruise raven with 3 BCU gives a ROF of 7.26, destroying my jet can gives 521.3 damage. So my missile damage is (521.3/7.26) * 6 = 430 dps.
Turrets are a bit funky cuz of the varing hits but its basically the (ammo damage * the damage multiplier)/ ROF.
Drones show info then multiply by your skils eg hammerhead 1 = 12 / 2 = 6dps * 5 drones = 36 dps. add on skills (for me drone interfacing lvl 5 (100%) and combat 3 (15%)) so 36 * 2.15 = 77.4.
So max damage from my raven is 507.4 dps and 2 nos.
--------------------------------- There's a simple solution to every problem. It is always invariably wrong |

Georges Monluc
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Posted - 2007.02.09 19:19:00 -
[10]
Sounds like a good procedure, DM; I take it jetcans have a large sig radius if they work properly for this.
Az, CD, didn't mean to sound quite that snippy; what I was wondering was merely if raw untanked dps was the forum convention and what the easiest way to get at it was. Clearly, untanked is a pretty artificial number, but everybody knows it's just a starting point to apply that to a real target.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.02.09 19:40:00 -
[11]
All "DPS" numbers you'll see here are average damage (reload NOT factored in) against 0% resists, huge immobile target within optimal range.
A good fast way (mostly non-mathematical) for that would be to anchor a GSC, sit perfectly still within optimal, and shoot it at least 100 times (with turrets), sum up all damage dealt (you get hits from next to no damage up to triple damage for wrecking shots), divide by shots to get average damage (with missiles, you only need to fire one). Then multiply average damage with number of guns, divide with RoF from showinfo, and you'll get a very good estimation of actual raw DPS dealt.
The other way is to calculate just exactly how much average damage you deal per shot, showinfo weapon, and do weapon damagemod times ammo damage sum, so you can skip the shooting part. No idea if the damagemod on gun showinfo is always right (can easily test by doing showinfos while removing the weapon upgrade modules, see if the weapon damagemod decreases or not), but I do know that for missiles the damagemod from BCUs is NOT shown on a showinfo on the ammo (every other damage increase is shown, just not that from BCUs), so you have to calculate that by hand.
Of course, there's always the other way, the one I personally like (and use) most... and that is purely mathematical from start to finish. _ MySkills | Module/Rig stacknerfing explained |
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