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  1. #1
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    Default Calculating DPS For a Weapon with Procs

    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.

  2. #2
    Done with MMOs, once again.
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    Default Re: Calculating DPS For a Weapon with Procs

    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

  3. #3
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    Default Re: Calculating DPS For a Weapon with Procs

    Sweet, thanks

  4. #4
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    Default Re: Calculating DPS For a Weapon with Procs

    Quote Originally Posted by Pinski View Post
    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.
    i know that for the number of swings you divide 60sec/1.3 delay
    and for the average proc is 138+230/2

    but what equation you used to calculate the real change of proc?

  5. #5
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    Default Re: Calculating DPS For a Weapon with Procs

    (Displayed % to proc) / (3 / weapon delay)

    5 / (3/1.3) = 2.17%


    All listed proc values are based off a 3s delay.

  6. #6
    Done with MMOs, once again.
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    Default Re: Calculating DPS For a Weapon with Procs

    Quote Originally Posted by Mezter Boricua View Post
    i know that for the number of swings you divide 60sec/1.3 delay
    and for the average proc is 138+230/2

    but what equation you used to calculate the real change of proc?
    actual delay * proc chance / 3.0
    Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos for EverQuest II
    Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest for EverQuest II

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    Default Re: Calculating DPS For a Weapon with Procs

    nice thanks 1.3[100(.05/3.0)]

  8. #8
    Player versus Tard
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    Default Re: Calculating DPS For a Weapon with Procs

    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.

  9. #9
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    Default Re: Calculating DPS For a Weapon with Procs

    Quote Originally Posted by Iskiab View Post
    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.
    Thanks, I'll keep that in mind.

  10. #10
    Gnorfling Dirzerksin
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    Default Re: Calculating DPS For a Weapon with Procs

    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
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