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  1. #1
    Community Member ThePrincipal's Avatar
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    Default How many swings per second?

    For DPS calculation spreadsheets, what are people using for the base attack speed or swings per second?

    The base meaning, that to which you add the buffs/boosts too. Seems like its somwhere more than 1 but less than 2 for THF.
    Last edited by ThePrincipal; 07-23-2011 at 01:04 PM.

  2. #2
    Community Member Kinerd's Avatar
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    Vanshilar's Attack Speed Index

    The other important bit worth gleaning from that thread is different styles add boosts at different rates.

  3. #3
    Community Member ThePrincipal's Avatar
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    Exactly what I was looking for. Thanks. My hasted ga cleric swings at 100.0/minute. Makes the math easy. It would then take 12 seconds to swing 20 times. So I can use average damage over 20 swings divided by 12 to get damage per second. Thanks

  4. #4
    Community Member tgu's Avatar
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    Quote Originally Posted by ThePrincipal View Post
    Exactly what I was looking for. Thanks. My hasted ga cleric swings at 100.0/minute. Makes the math easy. It would then take 12 seconds to swing 20 times. So I can use average damage over 20 swings divided by 12 to get damage per second. Thanks
    Is it that easy?

    You got to figure:

    -100 attacks per minute (10 per 6 seconds)
    -Base weapon damage
    -+dmg on wpn, +magical effects, glancing blows
    -Chance to miss
    -Str modifier
    -Crit chance
    -DR/Fortification

    Even I get headaches trying to figure out the raw numbers. Knowing the swings per second is only like 1/8 of the math battle.

    Let's not even go into buffs (self/raid), or debuffing. That only gives more headaches!
    Last edited by tgu; 07-26-2011 at 05:01 AM.
    Tguu-Thelanis

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  5. #5
    Community Member Meetch1972's Avatar
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    Quote Originally Posted by tgu View Post
    Is it that easy?

    You got to figure:

    -100 attacks per minute (10 per 6 seconds)
    -Base weapon damage
    -+dmg on wpn, +magical effects, glancing blows
    -Chance to miss
    -Str modifier
    -Crit chance
    -DR/Fortification

    Even I get headaches trying to figure out the raw numbers. Knowing the swings per second is only like 1/8 of the math battle.

    Let's not even go into buffs (self/raid), or debuffing. That only gives more headaches!
    Errr I wouldn't think it's that much of an issue. There are 2 factors: Swings per unit of time, and (average) damage per swing. Both are individually relatively straightforward (although not usually easy) to calculate. Multiply the 2 numbers together and you get damage per unit of time.

    But then, I've always liked doing numbers 'n' stuff...
    Goe ahed... korekt mah spelin'.

  6. #6
    Community Member tgu's Avatar
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    Quote Originally Posted by Meetch1972 View Post
    Errr I wouldn't think it's that much of an issue. There are 2 factors: Swings per unit of time, and (average) damage per swing. Both are individually relatively straightforward (although not usually easy) to calculate. Multiply the 2 numbers together and you get damage per unit of time.

    But then, I've always liked doing numbers 'n' stuff...
    I am quite surprised, I figured running a clock on swings per minute is as simple as recording and then checking the clocking and calculating the actual swings.

    As far as the other one, it's hard to calculate as glancing blows are random, DR/fort can vary, mob AC can be higher or lower, and it has to be a consistent target (like a training dummy). That is a lot more complicated then recording a short clip of swings per minute.

    IN short: swings per minute is the easy part, the random factor (known in MMO's as RNG) is what complicates the math. It is also the reason people hate random procs.
    Tguu-Thelanis

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    Quote Originally Posted by Phidius View Post
    You are much better off posting your own LFM, and building your own party. Otherwise, you are at the mercy of stupid.

  7. #7
    Community Member Meetch1972's Avatar
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    Quote Originally Posted by tgu View Post
    I am quite surprised, I figured running a clock on swings per minute is as simple as recording and then checking the clocking and calculating the actual swings.

    As far as the other one, it's hard to calculate as glancing blows are random, DR/fort can vary, mob AC can be higher or lower, and it has to be a consistent target (like a training dummy). That is a lot more complicated then recording a short clip of swings per minute.

    IN short: swings per minute is the easy part, the random factor (known in MMO's as RNG) is what complicates the math. It is also the reason people hate random procs.
    Fair points. I work under the assumption that effects proc a reasonably well known percentage of the time, whether it be offhand attack, glancing blows or lightning strike. Of course, you DO have to allow for a few values of AC (hit on say a 2, 5, 10 15 and 20 - but the formula is easily enough done with a spreadsheet as long as you know the rules behind it) and DR (again this can be plugged into a spreadsheet).

    All of this can only be calculated in terms of averages, so against low HP trash the numbers are mostly meaningless (only mostly because an extra +2 on a weapon can mean the diff between a 1 and 2, or 2 and 3 swings to kill - the difference between slashing as you run past and stopping to finish them, and if you suffer from lag this can affect you more). It does work pretty well against 50k HP and up bosses though, so ultimately that's what you calculate against.
    Goe ahed... korekt mah spelin'.

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