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Author Topic: [How To] Calculate weapon DPS  (Read 14850 times)
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LeoPhone Offline
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« on: May 11, 2011, 07:02:29 am »

This guide will teach you how to calculate the Damage Per Second of any weapon.
Some DPS values can be found at http://dow2.info/coh/Zaxis/rifles/ & http://dow2.info/coh/Zaxis/mgs/ but this is largely incomplete.

Step 1
Get familiar with Corsix Mod Studio. You can do so with this guide:
http://forums.europeinruins.com/index.php?topic=14995

Step 2
Go to the bottom of this post and copy the code. next, open the folder called "weapon" in "attrib/attrib", go some folder levels deeper and right click the folder you want to know the weapon DPS of.
Now click on "Run macro over RGDs in this folder". Delete all the text in the window that shows up and paste the macro in it. Click on "Run Macro" to see the results!

Step 3
The macros dont take the target tables into account so this you will have to do manually.
open the rgd of the weapon you are calculating and go to Gamedata/weapon_bag/target_table
find the armor type you are interested in and take into account the modifiers that apply.


ZAxis's Rifle & Machine Gun DPS Formula
Code:
function each_file(rgd)
    if rgd.GameData.weapon_bag then
        local weapon = rgd.GameData.weapon_bag
        
        local damage = (weapon.damage.min+weapon.damage.max)/2
        local reloadFrequency = (weapon.reload.frequency.max+weapon.reload.frequency.min)/2
        local reloadDuration = (weapon.reload.duration.max+weapon.reload.duration.min)/2+weapon.fire.wind_up+weapon.fire.wind_down
        local cooldownShort = (weapon.cooldown.duration.max+weapon.cooldown.duration.min)/2*weapon.cooldown.duration_multiplier.short
        local cooldownMedium = (weapon.cooldown.duration.max+weapon.cooldown.duration.min)/2*weapon.cooldown.duration_multiplier.medium
        local cooldownLong = (weapon.cooldown.duration.max+weapon.cooldown.duration.min)/2*weapon.cooldown.duration_multiplier.long
        local fireAimTimeShort = (weapon.aim.fire_aim_time.max+weapon.aim.fire_aim_time.min)/2*weapon.aim.fire_aim_time_multiplier.short
        local fireAimTimeMedium = (weapon.aim.fire_aim_time.max+weapon.aim.fire_aim_time.min)/2*weapon.aim.fire_aim_time_multiplier.medium
        local fireAimTimeLong = (weapon.aim.fire_aim_time.max+weapon.aim.fire_aim_time.min)/2*weapon.aim.fire_aim_time_multiplier.long
        local readyAimTime = (weapon.aim.ready_aim_time.max+weapon.aim.ready_aim_time.min)/2
        local WindUpWindDown = weapon.fire.wind_up+weapon.fire.wind_down
        local ZaxisDPSShort
        local ZaxisDPSMedium
        local ZaxisDPSLong

        if weapon.burst.can_burst == true then
            local burstDuration = (weapon.burst.duration.max+weapon.burst.duration.min)/2
            local rateOfFire = (weapon.burst.rate_of_fire.max+weapon.burst.rate_of_fire.min)/2

            ZaxisDPSShort = (rateOfFire * burstDuration * (reloadFrequency + 1) * weapon.accuracy.short * damage) / (readyAimTime + (fireAimTimeShort + cooldownShort + WindUpWindDown) * reloadFrequency + reloadDuration + burstDuration * (reloadFrequency + 1))
            ZaxisDPSMedium = (rateOfFire * burstDuration * (reloadFrequency + 1) * weapon.accuracy.medium * damage) / (readyAimTime + (fireAimTimeMedium + cooldownMedium + WindUpWindDown) * reloadFrequency + reloadDuration + burstDuration * (reloadFrequency + 1))
            ZaxisDPSLong = (rateOfFire * burstDuration * (reloadFrequency + 1) * weapon.accuracy.long * damage) / (readyAimTime + (fireAimTimeLong + cooldownLong + WindUpWindDown) * reloadFrequency + reloadDuration + burstDuration * (reloadFrequency + 1))
        else
            ZaxisDPSShort = ((reloadFrequency + 1) * weapon.accuracy.short * damage) / (readyAimTime + (fireAimTimeShort + cooldownShort + WindUpWindDown) * reloadFrequency + reloadDuration)
            ZaxisDPSMedium = ((reloadFrequency + 1) * weapon.accuracy.medium * damage) / (readyAimTime + (fireAimTimeMedium + cooldownMedium + WindUpWindDown) * reloadFrequency + reloadDuration)
            ZaxisDPSLong = ((reloadFrequency + 1) * weapon.accuracy.long * damage) / (readyAimTime + (fireAimTimeLong + cooldownLong + WindUpWindDown) * reloadFrequency + reloadDuration)
        end

        print("# "..rgd.name.."")
        print("  | Zaxis S DPS = "..(math.floor(ZaxisDPSShort*100+0.005)/100))
        print("  | Zaxis M DPS = "..(math.floor(ZaxisDPSMedium*100+0.005)/100))
        print("  | Zaxis L DPS = "..(math.floor(ZaxisDPSLong*100+0.005)/100))
        print("")
    end
end

References:
http://forums.relicnews.com/showthread.php?259362-Tool-Macro-Weapon-Damage-Per-Second
http://dow2.info/coh/Zaxis/
« Last Edit: April 13, 2012, 06:26:44 pm by LeoPhone » Logged
TheIcelandicManiac Offline
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Posts: 6293


« Reply #1 on: May 11, 2011, 09:46:47 am »

Sweet thanks for this.

PS: stiky this thread
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LeoPhone Offline
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« Reply #2 on: May 11, 2011, 09:57:10 am »

hmm, looked a bit into what the macro is actually doing now and it kind of differs from http://dow2.info/coh/Zaxis/

I took the formula here http://dow2.info/coh/Zaxis/dps.html and put it in the macro.
It calculates the m1 garand and m1 carbine correctly but the axis rifles dps are different.

Code:
function each_file(rgd)
    if rgd.GameData.weapon_bag then
        local weapon = rgd.GameData.weapon_bag
       
        local damage = (weapon.damage.min+weapon.damage.max)/2
        local reloadFrequency = (weapon.reload.frequency.max+weapon.reload.frequency.min)/2
        local reloadDuration = (weapon.reload.duration.max+weapon.reload.duration.min)/2
        local cooldownmedium = (weapon.cooldown.duration.max+weapon.cooldown.duration.min)/2*weapon.cooldown.duration_multiplier.medium
        local fireaimtimemedium = (weapon.aim.fire_aim_time.max+weapon.aim.fire_aim_time.min)/2*weapon.aim.fire_aim_time_multiplier.medium
        local readyaimtime = (weapon.aim.ready_aim_time.max+weapon.aim.ready_aim_time.min)/2

        local shotsFired
        if weapon.burst.can_burst == true then
            local burstDuration = (weapon.burst.duration.max+weapon.burst.duration.min)/2
            local rateOfFire = (weapon.burst.rate_of_fire.max+weapon.burst.rate_of_fire.min)/2
           
            local burstsFired = 1/(burstDuration*reloadFrequency+reloadDuration)
            shotsFired = rateOfFire*burstsFired
        else
            shotsFired = 1/(reloadFrequency+reloadDuration)
        end
        local dps = shotsFired*damage
local Zaxisdps = ((reloadFrequency + 1) * weapon.accuracy.medium * damage) / (readyaimtime + (fireaimtimemedium + cooldownmedium) * reloadFrequency + reloadDuration)
       
        print("# "..rgd.name..": DPS="..(math.floor((dps+0.005)*100)/100).." Per Hit="..damage)
        print("  | distant="..(math.floor(weapon.accuracy.distant*dps*100+0.005)/100))
        print("  | long="..(math.floor(weapon.accuracy.long*dps*100+0.005)/100))
        print("  | medium="..(math.floor(weapon.accuracy.medium*dps*100+0.005)/100))
        print("  | short="..(math.floor(weapon.accuracy.short*dps*100+0.005)/100))
        print("  | ZaxisDPS="..(math.floor(Zaxisdps*100+0.005)/100))
        print("")
    end
end

I summon a Mysthalin!
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #3 on: May 11, 2011, 10:02:24 am »

Why the fuck are they dividing everything by 2 in that code?
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LeoPhone Offline
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« Reply #4 on: May 11, 2011, 10:08:17 am »

its x.max + x.min / 2 to get average
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Mysthalin Offline
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Posts: 9028


« Reply #5 on: May 11, 2011, 11:16:00 am »

Ah right.

*takes off vodka goggles*

Right, the reason why we get different results on the axis rifles (shouldn't be too different from the ones calculated in zaxis, really) is because we have switched their wind-down time into cooldown (applying appropriate cooldowns to ensure their DPS remains largely unchanged).
So there might be a slight change in the actual DPS of axis rifles - but it shouldn't be anything beyond a 5% deviation, afaik.
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LeoPhone Offline
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« Reply #6 on: May 11, 2011, 11:27:28 am »

It calculates using the Zaxis forumla.

garands and carbines give correct result (1.79 and 1.71, medium range)
but stormtrooper k98 gives 5.2 and volks k98 2.93
in http://dow2.info/coh/Zaxis/rifles/ the results are 3.88 and 2.19
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Mysthalin Offline
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Posts: 9028


« Reply #7 on: May 16, 2011, 03:15:43 pm »

Sigh... I'll look through it once i'm done with my essays, end of the week maybe.
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3rdCondor Offline
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« Reply #8 on: May 16, 2011, 08:39:07 pm »

Why would you take off your vodka goggles?
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fuck the pgren rifle, fucking dogshit weapon
My beautiful black pussy won
LeoPhone Offline
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« Reply #9 on: May 16, 2011, 11:45:42 pm »

Help us Mythalin Kenobi, you are our only hope.  Roll Eyes
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tank130 Offline
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Posts: 8889


« Reply #10 on: May 17, 2011, 07:22:22 am »

Help us Mythalin Kenobi, you are our only hope.  Roll Eyes



LOL - good one Leo
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #11 on: May 17, 2011, 08:09:05 am »

Yeah, I know what's up. You're not accounting for the 0.5 second wind-down after each shot that you should be in your formula.

Yeah, it exists. Go check it yourself.
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LeoPhone Offline
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« Reply #12 on: May 17, 2011, 08:49:48 am »

Ok. getting more accurate readings now.
will post macros soon.

kar98(V)
cohstats: 2.19
corsix macro (EIR): 2.31
corsix macro (VCoH): 2.19

Kar98(G/S)
cohstats - 3.88
corsix macro (EIR) - 4.11
corsix macro (VCoH) - 3.88

g43
cohstats - 4.88
corsix macro (EIR) - 4.44
corsix macro (VCoH) - 4.17

Kar98(P)
cohstats - 2.63
corsix macro (EIR) - 2.77
corsix macro (VCoH) - 2.63

Lee enfield
cohstats - 1.92
corsix macro (EIR) 1.89
corsix macro (VCoH) 1.84


I guess we can live with it but what I don't get is why the EIR values differ from the vcoh values. and the g43 is way off.
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Mysthalin Offline
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« Reply #13 on: May 17, 2011, 08:57:32 am »

EiR values on the K98s may differ due to gamesguy being a twat in when he was calculating the cooldown multipliers when transitioning the K98s from being wind-down based to being cooldown based.

The G43s massive difference is due to us buffing the lower and upper cooldown limits.
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LeoPhone Offline
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« Reply #14 on: May 17, 2011, 09:48:04 am »

updated macros.

first macro now calculates Zaxis DPS at short, medium and long range.
works for both rifles and machine guns.
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Firesparks Offline
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« Reply #15 on: July 11, 2011, 09:31:54 pm »

does your dps calculator take into account wind down?
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LeoPhone Offline
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« Reply #16 on: July 12, 2011, 09:57:04 am »

you can read the formula yourself?

yes.
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