Topic: Best LIGHT Weapon based on DPS

For current Closed BETA stats (Sept. 2010)

Okay... I was doing some calculations a little while ago (fixed thx to everyone), and here is my list of best LIGHT weapons based on DPS:

All calculations take into account:
- Weapon Tunings
- Primary / Secondary weapon damages SUMMED up
- Chance of Missing
- Critical Damages

- Excludes enemy Armor Resistance points...

- % Weapon Damage increase ONLY based on LIGHT BOTS ... nothing larger!

- EP Totals == from "Weapon Usage" extensions ONLY!



Best "LIGHT" Weapon Damage:
#1) Bullets
#2) Lasers
#3) EM Guns (Slugs) ..... (actually #1 if you use Rare Ammo)
#4) Missiles

- This order just CAN'T be correct!!! @__@



--- BULLETS ---
- Damage Bonus == +45%
-----> 30% (Basic Optics) + 10% (Target Analysis) + 5% (1x MG Tuning)

- Primary Ammo DMG == 12 Kinetic - (w/ mass produceable ammo = "Not Rare")
- Second Ammo DMG == 8 Chemical
- Third Ammo DMG == 8 Seismic

- Total Raw DMG == (17.4 + 11.6 + 11.6) = 40.6
- Critical Damage == 111.7

- Max RoF == 2.20sec
-----> 10% (General Fire) + 30% (Rapid Fire) + 5% (1x MG Tuning)

- Chance of Missing (Lv 0 "Precision Fire") == 0.0% ---> Mechs + LARGER
- Chance of Missing (Lv 7 "Precision Fire") == 0.1% ---> Assault Bots
- Chance of Missing (Lv 10 "Precision Fire") == 14.0+% ---> most Light Bots

- OPTIMAL Range == 75m

- Total DPS == 18.5 / 1.0sec
- Critical DPS == 50.8 / 1.0sec

(EP total excludes the "Sharpshooting" + "Improved Falloff" extensions...)




--- LASERS ---
- Damage Bonus == +50%
-----> 5% (Prometheus) + 30% (B. Optics) + 10% (Trgt. Analysis) + 5% (1x Tuning)

- Primary Ammo DMG == 14 Thermal - (w/ mass produceable ammo = "Not Rare")
- Second Ammo DMG == 8 whatever

- Total Raw DMG == (21.0 + 12.0) = 33.0
- Critical Damage == 90.8

- (Ammo damage CAN be higher... but those are Rare Ammo types.)

*** Rare Ammo DMG == 26 Thermal
*** Rare Raw DMG == 39.0
*** Rare Critical Damage == 107.3

- Max RoF == 2.20sec
-----> 10% (General Fire) + 30% (Rapid Fire) + 5% (1x Laser Tuning)

- Chance of Missing (Lv 0 "Precision Fire") == 0.0% ---> most Light Bots + LARGER
- Chance of Missing (Lv 8 "Precision Fire") == 0.1% ---> Cameleon + Intakt

- OPTIMAL Range == 150m

- Total DPS == 15.0 / 1.0sec
- Critical DPS == 41.3 / 1.0sec
*** Rare DPS == 17.8 / 1.0sec
*** Rare Critical == 48.8 / 1.0sec

(EP total excludes the "Sharpshooting" + "Improved Falloff" extensions...)




--- EM GUNS (Slugs) ---
- Damage Bonus == +85%
-----> 5% (Yagel) + 35% (EM Gun) + 30% (B. Mag.) + 10% (Tgt. Ana.) + 5% (1x Tuning)

- Primary Ammo DMG == 14 Kinetic - (w/ mass produceable ammo = "Not Rare")
- Second Ammo DMG == 8 whatever

- Total Raw DMG == (25.9 + 14.0) = 39.9
- Critical Damage == 109.8

- (Ammo damage CAN be higher, but at a 50-75% Distance Loss... or Rare Ammo type.)

*** Rare Ammo DMG == 36 Kinetic - (w/ 75% Distance Loss...)
*** Rare Raw DMG == 66.6
*** Rare Critical Damage == 183.2

- Max RoF == 2.75sec
-----> 10% (General Fire) + 30% (Rapid Fire) + 5% (1x EM Tuning)

- Chance of Missing (Lv 0 "Precision Fire") == 0.0% ---> Assault Bots + LARGER
- Chance of Missing (Lv 8 "Precision Fire") == 1.0% ---> most Light Bots
- Chance of Missing (Lv 10 "Precision Fire") == 0.5% ---> Cameleon + Intakt

- OPTIMAL Range == 120m / 30m

- Total DPS == 14.5 / 1.0sec
- Critical DPS == 40.0 / 1.0sec
*** Rare DPS == 24.3 / 1.0sec
*** Rare Critical == 66.7 / 1.0sec

(EP total excludes the "Sharpshooting" + "Improved Falloff" extensions...)




--- MISSILES ---
- Damage Bonus == +40%
-----> 5% (Castel) + 30% (Basic Ballistics) + 5% (1x Tuning)

- Primary Ammo DMG == 40 Seismic - (w/ mass produceable ammo = "Not Rare")
- Second Ammo DMG == 0

- Total Raw DMG == 56.0
- Critical Damage == 154.0

- Max RoF == 4.13sec
-----> 30% (Complex Missile Launch) + 10% (Missile Launch) + 5% (1x Missile Tuning)

- Damage Reduction (Lv 0 "Seismics") == 0.0% ---> Assault Bots + LARGER
- Damage Reduction (Lv 8 "Seismics") == 1.0% ---> most Light Bots
- Damage Reduction (Lv 10 "Seismics") == 0.5% ---> Cameleon + Intakt

- Chance of Missing == 0% -----> 10% (Missile Guidance)

- OPTIMAL Range == n/a

- Total DPS == 13.6 / 1.0sec
- Critical DPS == 37.3 / 1.0sec

(EP total excludes the "Propellant Mixing" extension...)




- Again... the enemy Armor Resistance is NOT calculated, because I don't know the formula.

.

Last edited by Dredogal (2010-09-23 04:03:30)

Re: Best LIGHT Weapon based on DPS

Seismics is not a direct damage modifier, it reduces explosion size. If you count that in you should also count in hit dispersion for turrets (which you should anyway, DPS means nothing if you don't hit your target).

"I don't know the key to success, but the key to failure is trying to please everybody." -- Bill Cosby

Re: Best LIGHT Weapon based on DPS

DEV Zoom wrote:

Seismics is not a direct damage modifier, it reduces explosion size.

Oh... I thought it did, because the INFO says "inflicting greater damage".

DEV Zoom wrote:

If you count that in you should also count in hit dispersion for turrets (which you should anyway, DPS means nothing if you don't hit your target).

Hit DP for Missiles is 1, so I'm assuming there's no need to drop it to 0.70 until way later in the game.

As for the other guns, I think they were 4, 3, and 5 for Hit DP (EM, Laser, MG), making:

EM Hit DP == 2.8
Lasers Hit DP == 2.1
MG Hit DP == 3.5

Not to mention Lasers have the longest range (shorter than missiles... I think) ?

Last edited by Dredogal (2010-09-22 18:16:42)

Re: Best LIGHT Weapon based on DPS

"general firering" and "rapid fire" are turret only skills.
so your DPS on missiles is by far to high, because you have calculated in both, missile and turret RoF skills.

seismics as zoom sad, wont increase the damage if your targets hitsize is bigger then the explosion size -> exception: explosion size < 0,5*hitsize.
But if your going small missiles vs. small targets you will always do less then the maximum damage until you have maxed seismics.

also the numbers of the the damage for turret-ammos are wrong. where is the secondary damage type? Dont compare the single-damage type missile with the two-damage type turret ammos.

and then one really big factor that you totally ignored (probably because you started already with the wrong RoF): Chance to critical hit.

maximum you can reach on a laser bot is 20% (10% extension, 10% robot bonus). with the high rate of fire of the turrets, you can almost rely on that too.
edit:

omg! before you continue to calculate, READ that page!

http://www.perpetuum-online.com/Help:Combat_in_numbers

“The truth is balance. However the opposite of truth, which is unbalance, may not be a lie.”
(Susan Sontag)
Forum Moderator

Re: Best LIGHT Weapon based on DPS

Awesome fail.. Awesome.
Learn how the game calculates things first and also make sure you don't include TURRET skills with the MISSILE ones. Big difference.

Re: Best LIGHT Weapon based on DPS

Missile dps the highest.... lol.

I mean, MAYBE if you got all the basic skills to level 10 and theoretically got your firing times down to 1.5 seconds, but that seems nearly impossible.  The lowest firing rate that is realistic for anyone, assuming they will move on to mechs and not bother too much with basic skills, is going to be like 4.5/4 seconds, thats with decent skills, a tuning or two, and t4 launchers.




At least its nicely color coded....

Re: Best LIGHT Weapon based on DPS

Okay... I just redid the 1st post... hopefully it's a lot closer...

(could someone please glance over it and see what I'm still missing...)

Unfortunately, I don't know how to calculate the Armor Resistance, so the DPS totals are still not accurate.

Last edited by Dredogal (2010-09-22 22:50:58)

Re: Best LIGHT Weapon based on DPS

are you using the perpetuum planer? i think that one is not up to date -

now your missing 1 tuning on the laser-bots, and the target analysis extension on missile bot. keep the tunings out.

and you are using the highest damage ammo on firearms and missiles, but only average ammo on laser and EM... roll

keep robot bonuses out, or you will never get a result. btw, i wonder what formula your using to calculate the cycle-times (and if you have compared that with the actual ingame values, which will be different)

“The truth is balance. However the opposite of truth, which is unbalance, may not be a lie.”
(Susan Sontag)
Forum Moderator

Re: Best LIGHT Weapon based on DPS

GM Kami wrote:

are you using the perpetuum planer? i think that one is not up to date.

- Yes
- I removed the EPs, because they are WAY off, lol XD

GM Kami wrote:

now your missing 1 tuning on the laser-bots, and the target analysis extension on missile bot. keep the tunings out.

- Yeah... I did forget 1, thanks.
- I thought target analysis was only for turrets... not missiles. O__o

GM Kami wrote:

and you are using the highest damage ammo on firearms and missiles, but only average ammo on laser and EM... roll

- Yes for Missile / MG, because not only are they the highest... they hare the highest for those you can produce on the production line.
- As far as the EM / Lasers go... they CAN be higher (as i noted), but you'll sacrifice optimal distance efficiency... which I'm guessing, most people don't want to lose.

GM Kami wrote:

keep robot bonuses out, or you will never get a result. btw, i wonder what formula your using to calculate the cycle-times (and if you have compared that with the actual ingame values, which will be different)

- Bot bonuses don't just "add on" to the overall dmg bonus? O__o
- As for the RoF formula... it's just: ( (Weapon Cycle Time) - (Weapon Cycle Time)*(Total % Cycle Reduction) )

---------------------------------------------------

- Are Missiles really the lowest DPS LIGHT weapon ??? O__o
- That can't be right...
.

Last edited by Dredogal (2010-09-23 04:04:21)

Re: Best LIGHT Weapon based on DPS

You apparently dont realize that higher dps = higher dps.  If you need to get in closer range it can be done.

Just because you have some stupid preconceived notions that no one would lower their range makes your calculations based on DPS only completely useless.  I understand only using manufacturable ammo, but if you want to know who has the highest dps, range should never be taken into consideration, as thats what makes them different anyways.


If you go about this saying "well, this one has superior range so I'm going to use range extenders with this"  you're just arguing which weapon is best overall, which this thread is definitely not.

Re: Best LIGHT Weapon based on DPS

-the perpetuum planer works pretty fine, its just not up to date ( - if your EP calculations are off, you probably didnt set the agent attributes in the planer.

-as i predicted, your cycle time calculation is wrong.

-chemoactive bullets also have a 50% range penalty...

- bot bonuses are (5%) * (basic robotics lvl) * (DEV Alf's secret penalty)

... perhaps you search for the other topic about "formulas"

“The truth is balance. However the opposite of truth, which is unbalance, may not be a lie.”
(Susan Sontag)
Forum Moderator

Re: Best LIGHT Weapon based on DPS

GM Kami wrote:

-the perpetuum planer works pretty fine, its just not up to date ( - if your EP calculations are off, you probably didnt set the agente attributes in the planer.

ROFL... all this time I've never noticed about the Attributes... Thanks! XD

As for the other notes, I'll look into them and fix 'em in the coming days.