Info:DPS

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Damage Per Second

Revised on 01/31/2011

Damage Per Second can be misleading in a thousand different ways, but still people want to know, so here you go.

DPS may not apply to all weapons, especially one-use abilities.

Raw DPS does not account for armor and accuracy modifiers and ignores other weapon effects such as area of effect and special attacks.


DPS Formulas

  • Different formulas are applied to different weapon types, for the most part the weapons can be classified into Melee, Burst and Single-Shot
  • The method of calculation assumes full reload cycle, DPS for weapons with long reload durations maybe underestimated.
  • DPS formula is derived from the known mechanisms from Company of Heroes, as well as Dawn of War 2 Single-player and The Last Stand game mode using known DPS values of wargear. The error is approx. +/- 5% or less, the error is most likely generated by rounding.
  • If you would like to do your own calculations, you can try the formulas below. The basic idea is DPS=Damage per cycle/Time per cycle, a cycle starts and ends after reloading.


Melee

Damage Health / (Wind Up + Wind Down + Cooldown) 

Burst

Reload Frequency * Burst Duration * Damage HP / ( Reload Frequency * (Wind Up + Wind Down + Burst Duration + Cooldown) + Reload Duration)

Single Shot

Reload Frequency * Damage HP / ( Reload Frequency * (Wind Up + Wind Down + Cooldown) + Reload Duration)


Potential Issues

Melee Cooldown

  • Only <5 melee weapons have cooldowns other than 0, its unclear if that value should be included but it makes sense.


Reload Frequency

  • Reload Frequency of 0 are counted as 1 to avoid Div/0 errors.


Division by Zero

  • You will see this error if DPS cannot be calculated. For the most part it is not a problem, as many of these weapons are one shot abilities.


Multiple Projectiles

  • DPS for weapons that fires multiple projectiles may be underestimated.
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