View Full Version : Damage per second
I haven't looked into the new damage system. Can anyone explain it to me? How does it differ from the old system? Is it an improvement? Why do you think they made this change? Sorry about the questions people.:scratchchin:
Gigashadow
11-11-2008, 04:51
I think it's just DPS now that's all.
Farmrush
11-11-2008, 06:02
They display the damage and the damage per second as far as I know. Damage per second is simply an average derived from damage divided by speed, although a higher dps isn't inherently better it is generally better and saves you from having to pull out a calculator.
I think they most likely will go the same route as WoW on this one, as that is an excellent system. You have a low damage, high damage, DPS and swing time value.
It's basically the same as D2 but better. Just cuts out calculator time for people comparing items. Just remember if you rather want slow or fast weapons, and damage. That's about it. Specific cases where a high max damage is important, you can still get that.
The question is whether it'll be more advanced than the typical dps calc, which is often useless due to not taking into account things such as damage procs.
The question is whether it'll be more advanced than the typical dps calc, which is often useless due to not taking into account things such as damage procs.
A valid argument, but in many cases, it's just too many variables on that. If they are going to use things like "spell damage" from WoW, any such procs could vary greatly. In the end you'll usually have to do your own calculations if you are proper "hardcore" statbuster.
Hopefully, It'll take IAS into account and dmg ed%. If this can survive the LCS that d2 has, then it's fine.
This was in Dungeon Siege & always thought it'd be better too :P
stillman
24-11-2008, 18:32
I take it this must mean 'damage per IDEAL second'. What if you get interupted with a shield block or what if you only click to attack once instead of holding in the mouse button to get that 2 shots per second? In these situations, your DPS is going to be lower. I'm not sure how big of an issue this will be, but how many fights are ideal where your attacks never get interupted?
That said, I wonder which damage reading people will generally report when bragging about their gear? Will they go with DPS or damage per swing? In d2, everyone would report thier max damage, even though their average damage is more accurate. I mean, 1-50k of damage was always reported as 50k, when really it is about 25k. I suppose people will report the highest damage reading--probably DPS.
I hope features similar to WoW mods will be implemented, so we can be able to read ACTUAL DPS. Meaning a DPS not based on weapons, swings etc, but how much dealt on average per second over X minutes of combat.
I suppose the weapon stats will be more complex than before and having DPS value there will make it faster to decide what item is an upgrade.
Before we had, lance 300+ damage was good etc.. now it's probably a bit more complex.
I suppose the weapon stats will be more complex than before and having DPS value there will make it faster to decide what item is an upgrade.
Before we had, lance 300+ damage was good etc.. now it's probably a bit more complex.
Yeah, basically. I doubt it will be harder to comprehend though. There might be a few more stats to look at, but also making it so there are less "invisible" stats, which are in fact REALLY complicated to grasp for theorycrafters!
Hopefully, each skill's highlight, or the character screen if it lists dmg, can accurately keep track this time and include a DPS section (like Frenzy doing x dmg, but you don't see how fast it is or how much you can do in a second.)
tommerbob
09-02-2009, 22:36
Basically the DPS system auto-calculates the AVERAGE damage you will do, w/o the procs.
Because they are adding DPS to D3, I assume attack speed will also have a big change from D2. I never had to worry about attack speed with my zealadin, cause no matter what my item was, I was swinging fifty times a second.
If attack speeds do change, it will change the attack rating factor, because you'll be paying more attention to your likelihood of hitting the target do to how fast you can hit.
Srikandi
19-02-2009, 05:46
Reported DPS might or might not take into account player skills, item bonuses and other such temporary player-specific factors, as well as weapon procs.
It can also take into account enemy armor, resistances and so on. Many games report this stat in relation to the last enemy killed.
Should a weapon report a constant DPS, or change according to what else you're using and what skills you have active and so on? :)
Personally, I think it's fine if the reported DPS is fixed per weapon, with or without procs. That makes it easier for people to compare for trading, bragging etc, and leaves the theorycrafters SOMETHING to do ;)
DPS on weapons is quite simply taking the median damage number and dividing by swings per second. It's that simple. It doesn't take into account procs, bonus damage, and other things.
Srikandi
21-02-2009, 10:00
DPS on weapons is quite simply taking the median damage number and dividing by swings per second. It's that simple. It doesn't take into account procs, bonus damage, and other things.
You're saying this about the demo build, or some dev statement about the final game?
Cause they can implement it any way they want :scratchchin:
Rashiminos
21-02-2009, 23:37
It's a simple and rough estimate of a damage source's general effectiveness. D2 had a problem where weapon speeds weren't all that precise ((very) slow, normal, (very) fast), and this complicated comparing quick weapons with slow weapons. Now you have a more informative statistic where more DPS is better. Actual damage per second is more difficult to calculate not only because of skills and special effects, but also due to the reflexes of the player.
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