Talk:Damage per second
DPS Calculation[edit]
The DPS Calcualtion seems too simplistic to me. It is well known that armor level, critical hits, and attribute level are major factors in how much damage you will be dealing. If only ((Min Damage + Max Damage)/2)/Speed would be used, even for simple comparisons, very erroneous conclusions could be made (i.e. the sword has the best DPS). Even if weapon mods (sundering, vampiric) are ignored, I believe that at least critical hits must be included in the calculation, assuming armor =60 and attribute =12 for 100% damage.Rebirthofdragon 17:17, 13 July 2007 (UTC)
- Do keep in mind that it is only an example of a DPS calculation, and as such works perfectly. It is not a comparison at all, comparisons should probably get their own page, or perhaps their own section at Weapon. -- (CoRrRan / talk) 17:25, 13 July 2007 (UTC)
- Actually, It would be very useful to have a side by side comparison of DPS under weapons. Searching for that is what led me here in the first place.Rebirthofdragon 17:32, 13 July 2007 (UTC)
- According to the formula, the DPS for weapons would be---axe 12.75, hammer 15.4, sword 13.9, dagger 9, scythe 14.3, bow (flat/short with 2 second firing rate) 10.8, spear 13.7. Of course, this doesn't factor in criticals or double attack from daggers, and I don't know how to format anything to make this look nice on wiki. - 144.226.230.37 20:21, 3 June 2008 (UTC)
- its critical to take criticals and double strikes into account when you're calculating dps. in fact, due to criticals axes actually have a higher dps than swords when theyre both at significantly high weapon masteries. 68.54.150.61 05:29, 1 July 2008 (UTC)
- According to the formula, the DPS for weapons would be---axe 12.75, hammer 15.4, sword 13.9, dagger 9, scythe 14.3, bow (flat/short with 2 second firing rate) 10.8, spear 13.7. Of course, this doesn't factor in criticals or double attack from daggers, and I don't know how to format anything to make this look nice on wiki. - 144.226.230.37 20:21, 3 June 2008 (UTC)
- Actually, It would be very useful to have a side by side comparison of DPS under weapons. Searching for that is what led me here in the first place.Rebirthofdragon 17:32, 13 July 2007 (UTC)
DPS v. Plain damage[edit]
This article doesn't explain why DPS is a more practical and comparable measure of damage output than just looking at plain damage. Unless, someone can go in depth and explain why it is a more practical measure of damage (on the article) I'm just going to go ahead and remove that comment.Jigoku 12:40, 9 August 2007 (UTC)
- its not talking about skills that do dmg over time (DoTs) it means how much damage you do in a second with a sword --The preceding unsigned comment was added by User:72.143.176.135 (talk).
- Maybe I'm not making a mental connection but that makes it a better measure of damage because?........Jigoku 10:12, 22 September 2007 (UTC)
- DPS stands for "damage per second", not "auto-attack damage per second" or "non-skill damage per second". -- Gordon Ecker 02:46, 14 February 2008 (UTC)
- DPS, when used in discussions about skills or even builds, is taken to mean the overall damage rate during a battle. For Example, Flare does 56 damage with a casting time of 1 sec and zero recharge. It does have an aftercast so the total DPS of a player spamming Flare is ( 56 ) / ( 1 + 0.75 ) = 32 DPS. The damage of 56 is important for the damage calculation, but knowing that it can be sustained is just as important. Lava Font has a higher DPS at the cost of being PbAOE that will cause scatter. Fire Storm has a much lower DPS because of its recharge even though it has the highest total damage of the three spell mentioned here. 64.32.249.154 21:58, 3 June 2008 (UTC)
- DPS stands for "damage per second", not "auto-attack damage per second" or "non-skill damage per second". -- Gordon Ecker 02:46, 14 February 2008 (UTC)
- Maybe I'm not making a mental connection but that makes it a better measure of damage because?........Jigoku 10:12, 22 September 2007 (UTC)
- The reason DPS is a more practical measure of damage output is for this simple reason; time. Anyone can output 10,000 damage to a target, but how long will it take you? Will it proc a kill if you deal 10,000 damage? In most cases, yes, you'd proc a kill, but how long it takes you to output this figure makes a large part of the battle. But in that last case, if the target has a healer, you're getting nowhere, even if you dealt 10,000 damage. Another example: lets say you're soloing shiro with a staff and no skills. If shiro simply stood there and took the damage (and did not have natural regen), you'd beat him, eventually. However, let shiro act normally, and the battle will end quickly with you dead. So bottom line, the time in which you can output damage, constant or in flux, is a key factor in Guild Wars combat.--72.78.235.192 23:14, 27 October 2009 (UTC)
- Amen. Yseron - 90.48.131.185 23:35, 27 October 2009 (UTC)