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Lord Reginald
Posted - 2008.12.09 20:35:00 - [1]
 

Is there a way of manualy calculating DPS of guns?

TIA

maralt
Minmatar
The seers of truth
Posted - 2008.12.09 20:41:00 - [2]
 

Originally by: Lord Reginald
Is there a way of manualy calculating DPS of guns?

TIA


ammo dmg amount multiplied by the dmg modifier of the gun, divided by the rate of fire of the gun.

Remember to use the stats from the gun while its fitted to the ship you are using it on including dmg modules.

Saietor Blackgreen
Armored Saints
Posted - 2008.12.09 20:56:00 - [3]
 

Originally by: maralt
ammo dmg amount multiplied by the dmg modifier of the gun, divided by the rate of fire of the gun.


Which will give you the max theoretical DPS (the one EFT displays), which is rarely relevant to reality, unless used to compare similar ship setups against each other.

And factoring in speed and distance manually is a nightmare.

So use EFT DPS graphs or tracking guide.

Jelosavich
Posted - 2008.12.09 23:26:00 - [4]
 

Originally by: Saietor Blackgreen
Originally by: maralt
ammo dmg amount multiplied by the dmg modifier of the gun, divided by the rate of fire of the gun.


Which will give you the max theoretical DPS (the one EFT displays), which is rarely relevant to reality, unless used to compare similar ship setups against each other.

And factoring in speed and distance manually is a nightmare.

So use EFT DPS graphs or tracking guide.
You mean the average DPS, right? Considering that hits are anywhere from .5x to 1.5x this value.

Brodde Dim
Hyper-Nova
Posted - 2008.12.10 08:28:00 - [5]
 

Originally by: Saietor Blackgreen
Originally by: maralt
ammo dmg amount multiplied by the dmg modifier of the gun, divided by the rate of fire of the gun.


Which will give you the max theoretical DPS (the one EFT displays), which is rarely relevant to reality, unless used to compare similar ship setups against each other.

And factoring in speed and distance manually is a nightmare.

So use EFT DPS graphs or tracking guide.
All dps values are theoretical before the fight. It will allways be less when fighting. But it is still relevant to reality.

Just like a cars top speed is an optimal value, wich cant really be used to calculate how long your lap time will be. There are allways other factors, you will have to go slower when turning, or because of traffic. Still, if you want a short lap time, top speed allways relevant.

H Lecter
Gallente
The Black Rabbits Academy
The Gurlstas Associates
Posted - 2008.12.10 10:19:00 - [6]
 

Originally by: Brodde Dim
Just like a cars top speed is an optimal value, wich cant really be used to calculate how long your lap time will be. There are allways other factors, you will have to go slower when turning, or because of traffic. Still, if you want a short lap time, top speed allways relevant.


Off topic - but you do not know a lot about cars, stick to space ships Razz Acceleration and your speed when going around a corner is much more important than top speed...

Brodde Dim
Hyper-Nova
Posted - 2008.12.10 10:29:00 - [7]
 

Originally by: H Lecter
Originally by: Brodde Dim
Just like a cars top speed is an optimal value, wich cant really be used to calculate how long your lap time will be. There are allways other factors, you will have to go slower when turning, or because of traffic. Still, if you want a short lap time, top speed allways relevant.


Off topic - but you do not know a lot about cars, stick to space ships Razz Acceleration and your speed when going around a corner is much more important than top speed...
I did not rank the factors. I simply stated that it is relevant. You could go on forever and saying that having propulsion, steering, friction, room for a driver, fuel etc. are more or less important.


 

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