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DPS means damage per second.
DPM means damage per minute.
The problem is that people think DPS means damage per strike. Initials and acronyms are a pain.
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Anonymous Moose Wrote:DPS means damage per second.
DPM means damage per minute.
The problem is that people think DPS means damage per strike. Initials and acronyms are a pain.
That's what I was thinking. I mean most moves activate within a second but after that, the durations are all different.
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I think when people try to say that DPM is better than DPS for certain classes it's because of buffs, cooldowns, ect. Sure a mech can do 433432847638 damage per second in seige mode, but when it only lasts a minute, in over a, lets say hour time span, the dps starts looking different.
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DustBunny Wrote:I think when people try to say that DPM is better than DPS for certain classes it's because of buffs, cooldowns, ect. Sure a mech can do 433432847638 damage per second in seige mode, but when it only lasts a minute, in over a, lets say hour time span, the dps starts looking different.
DPS doesn't mean we take an average over a second of attacking. You take a long experiment time, sum up all the damage done and divide by the time in seconds. It makes no difference.
Take for example F/P mages, to get to their maximum theoretical DPS they have to cast poison mist every 40 seconds, fire demon every 15 seconds and paralyze in between. Just by using those 3 skills you'd take more than a second. The DPS on the table takes into account the time required to cast those skills to keep DoT working and averages out all the damage done.
For all it's worth we could be doing DPnS (damage per nanosecond) or DPY (damage per year) and the numbers would mean exactly the same thing. It's just a matter of which number is easier on the eyes (no one wants to read numbers like 0,00000000000000121242136 or 238749238759827398572983759287395827 for the two cases I mentioned, respectively).
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Shidoshi Wrote:DPS doesn't mean we take an average over a second of attacking. You take a long experiment time, sum up all the damage done and divide by the time in seconds. It makes no difference.
Take for example F/P mages, to get to their maximum theoretical DPS they have to cast poison mist every 40 seconds, fire demon every 15 seconds and paralyze in between. Just by using those 3 skills you'd take more than a second. The DPS on the table takes into account the time required to cast those skills to keep DoT working and averages out all the damage done.
For all it's worth we could be doing DPnS (damage per nanosecond) or DPY (damage per year) and the numbers would mean exactly the same thing. It's just a matter of which number is easier on the eyes (no one wants to read numbers like 0,00000000000000121242136 or 238749238759827398572983759287395827 for the two cases I mentioned, respectively).
I know, I'm just saying why people say that in the first place.
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DustBunny Wrote:I know, I'm just saying why people say that in the first place.
Matter of preferance, Damage per Second takes a longer time to type out rather than DPS, plus i think it's easier to convert miliseconds into seconds when counting delays
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found a error gun multiplier is 1.6
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hamad138 Wrote:found a error gun multiplier is 1.6
It's 1.5, according to this.
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Is v3.05 near final? I've been making my own chart, and some results aren't close to what you have. I gave self se to pre-resistance chars, since I'm putting more funds. I also gave ele staves 5-8 to mages.
Stars are the jobs whose value may change by small bits.
Can summons actually crit? I don't remember seeing this.
About meso explosion. I'm not sure if the damage that Devil and Fran have seen about crits is really something to be worried about. From another character's point of view, only 5 damage are seen (packed 3 into 1 I guess) and I have never seen any extraordinarily big numbers. Of course, doing 3 crits in a row is harder than 1 crit.
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Csenger Wrote:Is v3.05 near final? I've been making my own chart, and some results aren't close to what you have. I gave self se to pre-resistance chars, since I'm putting more funds. I also gave ele staves 5-8 to mages.
Stars are the jobs whose value may change by small bits.
Can summons actually crit? I don't remember seeing this.
About meso explosion. I'm not sure if the damage that Devil and Fran have seen about crits is really something to be worried about. From another character's point of view, only 5 damage are seen (packed 3 into 1 I guess) and I have never seen any extraordinarily big numbers. Of course, doing 3 crits in a row is harder than 1 crit.
Nvm misread.
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Csenger Wrote:Is v3.05 near final? I've been making my own chart, and some results aren't close to what you have. I gave self se to pre-resistance chars, since I'm putting more funds. I also gave ele staves 5-8 to mages.
Stars are the jobs whose value may change by small bits.
Can summons actually crit? I don't remember seeing this.
About meso explosion. I'm not sure if the damage that Devil and Fran have seen about crits is really something to be worried about. From another character's point of view, only 5 damage are seen (packed 3 into 1 I guess) and I have never seen any extraordinarily big numbers. Of course, doing 3 crits in a row is harder than 1 crit.
That would depend very heavily on what equips you gave the characters, obviously. Try setting the equips on my sheet to the same ones you have set on yours.
The current results are near final for all classes except Shadowers, DBs and Mechs. I added Assassinate for Shadowers, but I want to wait until I can figure out Mech DPS before posting that.
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Can you edit your original post in this thread and add the new version of your chart?
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Csenger Wrote:Is v3.05 near final? I've been making my own chart, and some results aren't close to what you have. I gave self se to pre-resistance chars, since I'm putting more funds. I also gave ele staves 5-8 to mages.
Stars are the jobs whose value may change by small bits.
Can summons actually crit? I don't remember seeing this.
About meso explosion. I'm not sure if the damage that Devil and Fran have seen about crits is really something to be worried about. From another character's point of view, only 5 damage are seen (packed 3 into 1 I guess) and I have never seen any extraordinarily big numbers. Of course, doing 3 crits in a row is harder than 1 crit.
Csenger is it possible to compute the dps charts say after restructuring patch,
where arans and marksman (they have the 900% x 4 snipe thingy) have some little upgrades.
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Dusk Wrote:That would depend very heavily on what equips you gave the characters, obviously. Try setting the equips on my sheet to the same ones you have set on yours.
The current results are near final for all classes except Shadowers, DBs and Mechs. I added Assassinate for Shadowers, but I want to wait until I can figure out Mech DPS before posting that. ME critical damage isn't really that important, since it already does insane damage, I guess we already know it's powerfull enough... :+)
And about Mech DPS... I expect something in the range of Meso Explosion... maybe even higher...
Although I can't really tell how much hits/sec Siege Mode actually produces... I think it's like Hurricane speed, but then with 6-hit numbers instead of 1-hit number (making it 3x more powerfull then hurricane in theory, since hurricane does more (twice the) damage per hit)?... o.0
But Hurricane doesn't have a cooldown... although the Siege Mode cooldown is only like 2~3 secs, since Mech's 4th job can activate 2 types of Siege Mode... which each their separate cooldown... They only need to transform inbetween...
Autobots Transform!!!
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Devil Wrote:But Hurricane doesn't have a cooldown... although the Siege Mode cooldown is only like 2~3 secs, since Mech's 4th job can activate 2 types of Siege Mode... which each their separate cooldown... They only need to transform inbetween...
How the hell can you activate 2 types of Siege Mode if you only have one of them on your skills list? :f6:
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Siege mode lasts 5 seconds, and the cooldown is 15 seconds. There is also only one Siege Mode. There is a second skill listed that you can find on HS and Fiel's Extractions, but it's not its own skill. It's just there for when you use it while in Tank Mode.
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FoolsLove Wrote:Siege mode lasts 5 seconds, and the cooldown is 15 seconds. There is also only one Siege Mode. There is a second skill listed that you can find on HS and Fiel's Extractions, but it's not its own skill. It's just there for when you use it while in Tank Mode. Oh really? Well that saves some OP-ness from mechs then! 10 secs siege was too much indeed! :o
Still weird that it has it's own cooldown then? Because in 3rd job you bring it down to 15secs cooldown... and then in 4th job Tank mode it has 45secs cooldown again?
So if you want 4th job full siege mode it's 30+20 = 50 SP's for 30% more damage per hit... That's quite a lot for 4th job SP's...
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The hell? There is no 4th job Siege Mode.
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Dusk Wrote:The hell? There is no 4th job Siege Mode. Oh, so it just copies your 3rd job Siege mode stats and applies that (while remaining hidden) to Tank Siege mode, so Siege Mode works with Mech Tank!
Ok, now I get it!
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Does vs 3.05 factor in threaten for all the classes? Or is it not put in yet?
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