How would you calculate the DPS for a weapon with procs. For example Talonsreach
Min. Damage: 20
Max. Damage: 60
Delay: 1.3
Proc: 5% to do 138-230
The (min + max) / delay of this particular weapon is 61.54.
With the proc I did some funky math and got a potential 9.2 addional dps? is that wrong?
I got 9.2 but taking the median damage given by the proc 184 and took 5% of that.
5% chance on a 1.3 delay weapon is really only 2.17% chance to proc. So every 46 swings you'll the extra damage of 138-230 average of 184, so 184/46 or 4 damage on every swing average. So (24+64)/1.3 gives 67.7 DR.
Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos for EverQuest II
Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest for EverQuest II
Sweet, thanks
(Displayed % to proc) / (3 / weapon delay)
5 / (3/1.3) = 2.17%
All listed proc values are based off a 3s delay.
nice thanks 1.3[100(.05/3.0)]
Another thing to consider is str and dps mod. If you go /weaponstats it calculates the real damage you're doing. With capped str you're doing about 2.8 times the base damage. Then with 100% dps mod it's double that.
When I calculated it out and from parsing it out, any proc in game atm is equal to about .5-1 DR. Procs are nice to have on weapons but they really don't make a difference. Go for damage raiting.
Well, since the proc is already normalized to 3.0 seconds, you don't really need to convert it to proc % per swing since you're only looking at DPS. That just kinda needlessly complicates the matter.
(138+230)/2 = 184/3 = 61.3/20 = 3.065 additional DPS
[SIGPIC][/SIGPIC]