Even calculated DPS in CoH isn't absolute. You can't definitively say how well a unit will perform until it's performed and you can look back on the numbers. average the statisical probability though is pretty accurate in the long run.
Yeah, one who get what I try to mention. DPS is time variant so even if you have the same battle (same squads, starting conditions, enviroment, cover situation..) the result can look absolutly different.
Best examples are wapeons with a slow rate of fire like tank guns. Even if you only consider the penetration roll and completly neglect
(Range, Accuracy, Reload, Cooldown, Cooldown Multiplier, Rate of Fire, Reload Frequency, Moving Accuracy, Moving Burst, Acc. Incremental, Fire Aim Time, Aim Multiplier, Ready Aim Time, Post Firing Aim Time, Post Firing Cooldown, Cover Table, Target Table)
and just check what's happen in a given time unit the "average dps" can have range from zero (all shells bounced and dealed no damage*) up to ((fired shells*number of shells) / time unit).
*deflection damage neglected.
yes it is, because dps only applies to weapon and weapon parameters never changes.
But then you're talking about a different thing. If you consider the wapeon itself your may be right (If we neglect that some values have min-max values
and don't consider this time variant) but with this, the comparism of different wapeons becomes totally obsolete because wapeons don't fight against themself - They are applied in a enviroment and a scenario with different basic conditions where we need to consider statistics. (And then "DPS" becomes
a none static value)