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User:Delphi/DPS Plan

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Too many people have been banding around a percentage that mellee needs to be increased by to make it a viable PvP weapon, this is a suggestion of how this can be determined in a scientific way.

The idea is to make a benchmark for any weaponry within the game, one of the main problems with making a benchmark is making sure that we have base character to measure each weapon against.

Base Character

  • The only statistic which really matters on the benchmark with regards to the damage taken is Constitution and body health (HLT)
  • I think that to make the DPS fair then it is important that the same character is used to determine the amount of damage so the use of a tank with 50 CON and all con into HLT - thus only the steel skin matters in the damage calculation.

Pre Requisites

  • It will be important to test how the main DAMAGE percentage changes the amount of damage given to the base character - it will also be important to test how the secondary damage percentage will influence the damage.
Main DAMAGE - Different qualities of the same weapon
Secondary damage - Same weapon different secondary stats

The Testing

The DPS would be calculated through the average of 50 shots on the base character, taken from the damage logs. This would then be divided by the frequency to get damage per second for the weapon. The aim would be to get a good cross section of each type of weapon, so there would be an average and distribution function for each type. Then this data could be broken down into composite bar charts for each weapon showing the spread of damage related to the Tech Level of the weapon.

Aims

  • Hopefully we should be able to see a marked difference between the damage of all the other types of weapons and melee.
  • We should also see a peak in the distribution around the disruptor, which people claim is too powerful.