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Firingrate's complete gunnery/arsenal dps calculator
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02-18-2012, 02:37 AM
Post: #1
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Firingrate's complete gunnery/arsenal dps calculator
Firingrate's complete gunnery/arsenal dps calculator.
Hello, this is my guildmates Firingrate complete commando dps calculator. This works by counting out how much dps you do while keeping a neutral ammo regen, ie. not loosing or gaining ammo. . The file is found here: http://www.sendspace.com/file/9t2op8 The file needs to be run with "Maple v15" from maplesoft. Here is a rough guide on how to use it posted by Firingrate on The Dirty Dozen guild forum. I will post a simplified step-by-step guide below this one. ************************************************************************************************************************ Quick glossary: acc = accuracy alac = alacrity settings = the lot of variables listed on the very top, next to "restart:" *mod = used near the bottom, "modified dps", to compare your current (theoretical) DPS with your DPS with modified stats. So, if you wanna see how much your DPS would increase to if you gained 30 aim but lost 50 surge, put aimmod:=30: surgemod:=-50: level+stdhealth = just keep em at standard values (50 and 1610) smuggler/consular/knight = do you have their class buff active? wepmin/wepmax = weapon minimum damage, weapon maximum damage (the one used in the upload is for 128 rating assault cannon) aimmod:=1.09*aimmod: = represents the +9% aim talent, change to 1.00/1.03/1.06 if you have less points in it (yeah right ) acccap = accuracy cap on weapon (ranged/melee) abilities, reported to be 8% tacccap = accuracy cap on tech (and force) abilities (aka boss resist), reported to be 0% (SOURCE: http://sithwarrior.com/forums/Thread-Sof...iscussion, page 4 or so) set2 = do you have 2x rakata pieces for 1st set bonus? set4 = ditto baseacc/alac/crit = your acc/alac/stat before gear (so, your base+skills/buffs (not including the smuggler buff)). The +30% surge for FA/Demo is included later cur* = your current stat/rating. Includes stims if you're gonna use those, and the +9% from talents. So just write whatever the character sheet says when you don't have JK/JC buffs. tpower is tech power. The blue text is the output. For (1.3) it should summarize your stats (converted from rating to %) etc (2.1) is how much % of the time should be spent on an ability to stay on neutral ammo regen (most relevant number is hammer shot, ie how often you have to autoattack to keep your ammo in the fast regen zone). An example of the effect of the set 4-piece. Takes me from 35% hammer shots to 25%. Quite significant Next sections are just calculations for the average DPS of individual skills. further down in (2), hammervalues etc shows the stat weights for individual abilities (in the order crit, aim, power, tpower, surge, alac, cun, acc). For example, if you subscribe to the "bosses have 0% tech defences" theory, then it will show 0.00 in the place of accuracy for both demo round and grav round. Also, hammer shot/demo round/high impact will have 0.00 for alacrity, as they are instants. (3), the weights. Uses the ones from (2), but weights em by the values of the rotation, so if you use 50% grav round and 50% hammer shot, it will average the stat weights for grav round and hammer shot for each stat. The 2 following lines are just some tests I did to compare +25 to +28 aim augments, and how much power is needed to equal 1 aim. Lastly, the "normal DPS" and "modified DPS". Basically, the sum of all the calculations. normalDPS uses "cur*" as the stat, modifiedDPS uses "cur*+mod*" as the stat. "last known DPS" is just a value i manually copy in after I've run the calculation, not used for anything in specific So, just fill in the relevant values at the top, press the button in maple with "!!!", and good luck figuring out how to work it. As you can probably tell, was never made for other people to see ************************************************************************************************************************My step-by-step guide. Ok you got your hand on Maple v15. Installed it and now you are ready to go. Starting the program you will see a LOT of text, numbers and calculations. Luckily for you you only need to care about a minority of these and leave the rest to their own bidding. First thing you should do is set up you'r stats. First we need to set up what weapon damage you got. Put your minimal weapon damage in "wepmin :=" and you'r maximum weapon damage in "wepmax :=" Now we shall start with your stat's from talents: If you got 3 points in Ironsight (+9% aim). leave "aimmod := aimmod* 1.09" as it is. If you dont have any points in ironsigt change it to "aimmod := aimmod* 1.00". If you got 1 point it should be "aimmod := aimmod* 1.03" If you got 2points it should be "aimmod := aimmod* 1.06" Next is Alacrity: If you got Weapon Calibrations and First responder. Leave your "basealac:=0.09" as it is. Otherwise change it to, 0.00, 0,04 or 0,05 as needed. Now Crit: If you got 3 points in Field Training leave basecrit:= 0.11 as it is. Otherwise change it to 0.09,0.07 or 0.05 as needed. Note: 0,05 is you'r base 5% critchance. Now Accuracy: If you do not have any points in target lock leave "baseacc:= 0.00" as it is. Otherwise change it to 0.01, 0,02 or 0,03 as depending on how many points you got in the talent. Set Bonuses: If you got the 2 piece set bonus change "Set1:= 0" -> "Set1:=1" If you got the 4 piece set bonus change "Set2:= 0" -> "Set2:=1" Now you are done with set bonuses, next we are going to put in you'r current stats. first turn off any buffs you got on in-game After that, just put you'r current in-game stat's. curacc (accuracy rating), curaim (aim), curcrit(crit rating), curtpower (technical power), cursurge (surge rating), curalac (alacrity rating), curpower (power rating) and last curcun (cunning). Now after this press the blue button which looks like this: "!!!" Now take a look at the blue text slight below where you have been earlier. To the right of that it should say "(1.3)" Compare the stats given here to you'r in-game stats. If they are the same everything has been done right and you can continue. Otherwise try again. Now go all the way to the bottom of the file. In blue you should see the text: Normal dps = Modified dps= Last known dps = and to the lower left you should see a text in black saying. Last known dps=. Normal dps should be you'r current dps without any buffs. Last known dps is simply what you last put in after the "Last known dps=" in the lower left corner. This can be used to compare you'r dps after you have changed gear. Modified DPS: Now Modified dps we have not gone into yet. Modified dps is usefull for comparing stats incase you are considering changing gear. To do this go up to the top again. As you have probably seen where you earlier put in you'r stats there is also text saying. "aimmod:=" instead of "curaim:=" that you worked with earlier. This stands for modified aim and is where you put in the stat changes of the items you are considering. So for example I am thinking of changing a head. The stat changes from the new head is -20surge but +5aim and 15crit. To try this out I put in the stats "surgemod:= -20, Critmod:=15 and aimmod:=5" Now I press "!!!" again and the modified dps should tell me what my dps would be like with those changes from the normal dps. Raid buffs: This is the last part and is only of interest if you want to see what you'r dps will be like in a flashpoint/raid. If you will have the Smuggler buff change "smuggler:=0" -> "smuggler:=1" If you will have the Jedi Knight buff change "knight:=0" -> "knight:=1" If you have the Jedi Consular buff change "consular:=0->"consular=1" press "!!!" again and you will see you'r dps with these buffs applied. Notice that if you want to optimise for dps with these buffs applied you should have them turned on when you compare gear. They might slightly change what stat is best for you at the moment. Note: Stims are not included. If you want to include stims in your calculation simply add it to you'r normal stats. Ending: Now this should be everything. If there is something I have not taken up it is because it is not needed to see you'r current or future dps. One thing that might be interesting is (2.1). This shows in percentag how often you should use abilitys to keep you'r dps at a maximum while keeping your ammo at the same level. Have a good day and good luck. |
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02-20-2012, 12:31 PM
Post: #2
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RE: Firingrate's complete gunnery/arsenal dps calculator
awsome tool works perfect thanks men
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02-20-2012, 06:42 PM
Post: #3
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| RE: Firingrate's complete gunnery/arsenal dps calculator | |||
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02-21-2012, 01:55 PM
Post: #4
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RE: Firingrate's complete gunnery/arsenal dps calculator
So, um other then pirating a copy of Maple any other way to open this file?
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02-22-2012, 06:38 PM
Post: #5
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| RE: Firingrate's complete gunnery/arsenal dps calculator | |||
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02-22-2012, 09:17 PM
(This post was last modified: 02-22-2012 09:48 PM by bural.)
Post: #6
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RE: Firingrate's complete gunnery/arsenal dps calculator
Krix as I pm'd you, I tried opening the file in maple9.5 without luck - yes, it's been that long since my math classes.
Is it possible for you to save a copy in pdf format for me to go through? Even a tex port would do perfectly fine. I'm somewhat surprised you find Alacrity to be more valuable than Surge as Alacrity is depicted as a very subpar stat in my sheet, worth at the most 1/4 of Power. Consequently, I'd like to see where the differences arise, especially as the notion of Alacrity being worthwhile opens up a number of gearing options. Bural's Arsenal DPS spreadsheet |
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02-22-2012, 09:49 PM
(This post was last modified: 02-22-2012 09:50 PM by Krix.)
Post: #7
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RE: Firingrate's complete gunnery/arsenal dps calculator
(02-22-2012 09:17 PM)bural Wrote: Krix as I pm'd you, I tried opening the file in maple9.5 without luck - yes, it's been that long since my math classes. Ah hello there. I dont tend to look at my pm's on here so it's best if you post here in the future. I'm not sure how I would make it into a pdf format. I guess I could take a screenshot of it. I can save it as "maple classic worksheet". I will upload that file here: http://www.sendspace.com/file/zfb93a. I am not sure if it will actually work but atleast you should be able to see the formula. I find alacrity to be an interesting stat. I think what most people forget is that hammer shot (basic attack) does a fair amount of damage. Especially considering it's instant cast and can be used when running around avoiding aoe's and things like that. So the faster you use up your ammo, the more damage you will get out of hammer shot. Also (while this does not show in the dps formula) being able to get as much damage out as fast as possible is important on some bosses. Like the last stage of soa and the fourth boss in karaggas palace. |
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02-22-2012, 10:39 PM
Post: #8
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RE: Firingrate's complete gunnery/arsenal dps calculator
Cheers much appreciated! I'll try to dig through it.
Have you checked if the GCD of Hammer Shot/Rapid Shots is in fact affected by Alacrity? The interaction you describe between Hammer Shot and resource consuming abilities is modeled in the spreadsheet as well, yet I don't see Alacrity anywhere near the value you're describing. I'm abit unsure if you're implying Hammer Shot is affected by Alacrity. If you are, I would be very interested to hear if you have tested it. Currently, I the general consensus is Alacrity only affects the GCD of abilities with an activation time equal or greater than 1,5secs. As such it should only be affecting Tracer/Grav and Unload/Full Auto. Bural's Arsenal DPS spreadsheet |
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02-22-2012, 11:04 PM
Post: #9
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RE: Firingrate's complete gunnery/arsenal dps calculator
(02-22-2012 10:39 PM)bural Wrote: Cheers much appreciated! I'll try to dig through it. No, I dont think hammer shot is affected by alacrity. My comment was on the consensus I have seen by some commandos that were that alacrity was bad simply because it makes you run out of ammo faster. My answear to that using up ammo fast is not necessarily a bad thing if you calculate in you calculate in the damage from hammershot if hammershot is used correctly. I hope that was a bit more clear. To make it clear I am not the person that have made this formula. It is my guildmate firingrate. But from all my testing with it by using it daily to calculate my dps it works wonderfully. .I hope you will see how he has worked out alacrity by going through the forumla. I will ask him later to see if he can give you any help. |
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02-23-2012, 02:59 AM
Post: #10
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RE: Firingrate's complete gunnery/arsenal dps calculator
I tried formating the file you uploaded in various ways, but it's too hard to read all those typesetting conditions.
In my antique version of Maple you can use File>Export As to create a latex or HTML file of your current maple sheet. If you or your guildmate can find time to export it to either of those formats (or screenshots for that matter), I'd be greatly appreciated. Bural's Arsenal DPS spreadsheet |
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