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Total Damage Per Second...(Small GUİDE)


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İf you need to fire continual (definetely continual) and if we can catch opponent in short enough range, which gun is the best? For example, CP and TDM battles, small map DM's etc... First time, i have tried to calculate that.

 

İ am not sure about this numbers but please look at these:

 

Twins:56

Thunder:40

Shaft:40

Hammer:39,375

Firebird:35,65

Smoky:31,15

Freeze:27,5

İsida:25,21

Railgun:25

Ricochet:23,6

 

What is these numbers? These numbers are (with all of delay times) DPS numbers for M3+ items.

 

Really interesting numbers... Most of the players say: "Ricochet is OP" but DPS is the least. Hammer's DPS higher than all of other short range guns. Shaft's DPS is 40! The longest range turret's DPS has as same as Thunder's! And DPS king is a rare gun:Twins.

 

Calculates:

İnformations from Wiki

 

Twins:

((13+15)/2)/0.25=56

 

Thunder

((70+90)/2)/2=40

 

Shaft

This is a bit complex

260/(0,5+0,5+2,5+3)=40

in a row:

entering snipe mode

exiting snipe mode

consumption

 

 

Hammer

346,5/(4+4,8)=39,375

 

Firebird

İ am not sure about this. Firebird fires 5.5 second(i've tried), and there is 12 second reload. İn this 12 second, before fire shot again, opponent will get full burning effect and it will be reduced 1 heal per 6 second(Cooling rate).

Max burning damage =10 and it will be reduce per 6 second 1 heal.

36*11+12*10+12*9=624

624/(12+5.5)=35,65

 

Smoky

((37+44)/2)/1.3=31,15

 

Freeze

(34*15)/(11+7,5)=27,5

 

İsida

(32*13)/(10+6,5)=25,21

 

Railgun

((133+199)/2)7(5,58+1,06)=25

 

Ricochet

(((32+38)/2)*10)/(10+4,79)=23,6

 

 

 

 

Of course it is not only one important thing. But if we need something like the first paragraph, we definetely know which should we choose.

Twins and Thunder.

 

 

 

 

 

 

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Awesome! I've wanted to do this for a long time.

 

Keep in mind though, that biggest DPS does not necessarily make the weapon better than others. Twins and thunder shoot continuously, but they both have limited range and Twins' shots are slow, while Thunder has self-damage. 

On the other hand:

  • Railgun's advantage is that it can shot and stay hidden out of sight during reload, while Twins has to always face the opponent while shooting.
  • Freeze has the help of freezing and Firebird has after burn (+ both of them have huge potential group damage).
  • Isida has a huge advantage from self-healing, so it shouldn't be a powerful attack weapon anyway. 
  • Smoky has critical damage. I'm not sure if you included that.

I'm not sure what happened to Rico, as it seems to be a fairly powerful gun. I would put it in the top-5 most effective.

 

Despite all the arguments stated above, I would still agree that in close range, full maps with lots of players Twins and Thunder are definitely the most powerful weapons, especially on a heavy hull. You can continually shoot and destroy many enemies in a row, while the heavy hull will allow you to stay alive longer and shoot more tanks. Another big advantage is that with fast-reload constantly shooting guns you can switch from target to target quickly and get the most out of your total potential damage.

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Rico, it does 73 DPS while shooting, but it must recharge. I did the calculations for my Twins/Rico comparison :)

 

You didn't take into account Smoky's critical hits. With this taken into account, I think it's 2550 DPM or something, I did the calculation for my Smoky/Thunder comparison :)

 

Firebird, Isida and Freeze, I don't think you should calculate the 'average' it doesn't really mean much on its own, since you won't be firing constantly and you will be reloading. I think a more useful stat is just DPS while firing :) so was it 72 and 68 if I remember correctly for fire and freeze?

 

Shaft and Railgun too, DPS isn't really significant on its own, I think it's just better to look at damage and reload separately.

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Yeah, as MAFIOZA already mentioned, DPS doesn't really mean much for most of the weapons :p

 

I think Smoky, Thunder, and twins are the ones where this calculation might be useful. The other weapons operate in such a way that the average damage means little

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Well, DPS kind of reflects how effective you can be with your gun - for you team and your own individual score. Also, if you calculate it for only the firing time of each gun then I'm pretty sure it won't be fair as the guns with longer reload will seem completely OP, because the calculation will be as if the gun works like in that "cheat" video (from 3:55):

 

 

Edited by Maf

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