DPS - calculation of damage per second

Hi there,

I need a little help figuring out the damage per second that my weapons do. I have the basic gimballed pulse lasers installed and was thinking about upgrading to the more expensive version. Problem is: the numbers make it seem like the more expensive ones do the same damage per second as the cheap lasers (dps: 3). So it doesn't really make sense to buy them.

The damage of the base version is 2 and the fire rate ist 4/s, which should result in 8 dps.
The damage of the better laser is 3 at 3.6 shots per second, so it should say 10,8 dps.

So how exactly does this work?

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I'd say the problem is using 'pips/discrete units' on the bars in the UI, rather than using a 'number' or 'bar + number', which would be much clearer. As you say, the right-hand pulse laser has the higher DPS, but the rounding of the value to 'three pips each' makes it look like both have the same value, (given the upper range for the bar is set quite high). This happens with the thermal load bar as well (1 'pip' each). Bottom line, if you can cope with the extra power draw and weight, the right hand laser still seems like the better bet, and to be fair the UI does include a blue, up, 'bonus' arrow for increased DPS and a red, down, 'malus' arrow for the thermal load, to make what's going on a bit (but not much) clearer.
 
and to be fair the UI does include a blue, up, 'bonus' arrow for increased DPS and a red, down, 'malus' arrow for the thermal load, to make what's going on a bit (but not much) clearer.
"Malus" is the opposite of "Bonus", never knew that, have some rep for teaching me something new.
 
I think...my better questions would be...why? Why would you need to know DPS? This is not an MMO in the traditional type. You need not stand in one place and wack your opponent to death using the highest DPS gear out there. Instead you jink, you weave, you spend much of your time lining up a shot and not just blasting away.

TBH and perfectly clear, the developers appear to have done all they can to dissuade the behaviour your are attempting. They have obfuscated the values of their weapons to such a degree that only trying them will let you have a sense of if you like them. And really, the higher damage weapons are also the ones most inhibited by needs like ammo. This game has clear and defined drawbacks for damage...I think you need to play it on those terms and not ones you're used to.
 
I thought Malus flew one of those pirate Anacondas?

More OT I think the whole outfitting section needs cold hard numbers to show improvements of upgrades. Right now there is too little information (for example with armour).
 
I imagine that all pulse lasers will have the same DPS, but obviously stronger ones will do more actual damage, and likewise for all same kind weapons. And even a weapon with low DPS can do much more actual damage, so a canon may do more damage than a multi canon even though DPS will be low. It can certainly be very confusing.

There are some very good youtube videos comparing weapons statistics by a guy called Kornelius Briedis. He has also posted them here, but I don't know his forum name.
 
I think...my better questions would be...why? Why would you need to know DPS? This is not an MMO in the traditional type. You need not stand in one place and wack your opponent to death using the highest DPS gear out there. Instead you jink, you weave, you spend much of your time lining up a shot and not just blasting away.

TBH and perfectly clear, the developers appear to have done all they can to dissuade the behaviour your are attempting. They have obfuscated the values of their weapons to such a degree that only trying them will let you have a sense of if you like them. And really, the higher damage weapons are also the ones most inhibited by needs like ammo. This game has clear and defined drawbacks for damage...I think you need to play it on those terms and not ones you're used to.
If this were truly the case, don't you think the descriptions would just say "Bad" "Average" "Good" "Better" etc, instead of showing numbers?

I understand what you're saying though in the end the game still functions off numbers so min-maxing is always going to be a legit way of going about outfitting. Everyone wants the best bang for their buck, don't they?
 
If this were truly the case, don't you think the descriptions would just say "Bad" "Average" "Good" "Better" etc, instead of showing numbers?

I understand what you're saying though in the end the game still functions off numbers so min-maxing is always going to be a legit way of going about outfitting. Everyone wants the best bang for their buck, don't they?

That depends on the person. I play not to minmax, but to enjoy the game it self. I have tried the weapons and found a load out that works well for my style of fighting. But also looking at the way the numbers are obfuscated...that is the intent of the developers. They want people to find what works for them and not just have everyone running around with the same loadout because that would take away variety.

There are more factors at work then pure damage output and balancing all of those factors is a personal choice you get through testing and experiencing the different weapons. What they do, how they handle, and if they suit your style of play of not. They want you to play their game on their terms...not much more to it.
 
Beams have the highest DPS but the fastest power drain. Pulse have least DPS but the best damage over time. Burst is in the middle.

There used to be weapons called stealth lasers that were basically pulse on steroids and generated less heat, but i think they were removed.... Or are now very rare. They were very good weapons.
 
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Beams have the highest DPS but the fastest power drain. Pulse have least DPS but the best damage over time. Burst is in the middle.

There used to be weapons called stealth lasers that were basically pulse on steroids and generated less heat, but i think they were removed.... Or are now very rare.

This really, pretty short and to the point summary! The only thing i'd add to this is burst have the highest frontload.
 
IMO there should be some information to base your purchase on, a few cold, hard stats. How those stack up in practice needs to depends upon the player. Is your setup and skill better suited for big, hard to achieve strikes at the right moment or a continual output of lesser damage? What are you trying to shoot at? Some combinations are better than others for different types of target. Knowing the DPS in a controlled context is useful, as is knowing how well you'll be able to keep chucking that at the target, and that part is entirely down to you.
 
There really isn't a best weapon, as there are compromises. As Don_Von_Hulio says, a powerful beam laser will do plenty of damage, but will drain your weapons capacitor very quickly. A fixed weapon will do more damage than gimballed, but not so easy to hit the target. Powerful dumbfire missiles will do lots of damage, but are expensive. I think it's designed this way to support different combat tactics and abilities, and not just have a weapon that is so strong it is unbeatable.
 
I've noticed the DPS calculation for some weapons seems messed up.

When comparing two weapons, I can have one that has lower damage and RoF than another, but for some reason the DPS is higher. Somehow.
 
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