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[2.3] Strategy, Tactics and Quests, Oh My!
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Calculating Damage Per Second
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In order to truly understand how much damage you are doing, you must learn to
calculate DPS (damage per second). Since weapon damage is dependant on your
ability stats and class levels, it will vary from person to person. However,
you can compare two different weapons for your character by equipping each
and calculating DPS for each.
DPS can be calculated with this formula:
(((MAX DMG - MIN DMG) / 2) + MIN DMG) / SPEED
Where
MAX DMG = Maximum damage of the weapon
MIN DMG = Minimum damage of the weapon
SPEED = Speed factor of the weapon according to the following table*:
Speed Factor
------ ------
Slow 0.9
Normal 0.73
Fast 0.67
Faster 0.625
* These factors are the "reload" times of the weapons taken from the
wpn_bases.gas game data file. It is the time, in seconds, it takes to
"reload" the weapon and attack again.
For example, you want to calculate DPS between a bow and crossbow. Bows are
Faster weapons while crossbows are Slow; but crossbows do more damage. Your
34th level ranger has a crossbow with a damage range of 97 to 165 and a bow
with a damage range of 78 - 134. The speed factor of the bow is 0.625 and the
crossbow is 0.9. The DPS of each weapon is:
Crossbow: (((165 - 97) / 2) + 97) / 0.9 = 145.5
Bow: (((134 - 78) / 2) + 78) / 0.625 = 169.6
As you can see, the bow in this case is clearly superior under normal
circumstances.
Now let's consider a 34th level fighter choosing between a one-handed and
two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is
67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67:
2h: (((143 - 90) / 2) + 90) / 0.9 = 129.4
1h: (((105 - 67) / 2) + 67) / 0.67 = 128.6
The DPS of the weapons are almost identical. However, the 1h weapon allows
the fighter to use a shield, thus drastically increasing armor ratings. On
the other hand, the 2h weapon can stun enemies and would be greatly superior
used with Brutal Strike.
The upshot of all this: when choosing among several weapons, equip each one
and run the formula. Take the one with the higher DPS or one with only
slightly less DPS but more bonus enhancements. In the long run, the faster
your enemies die, the better off you'll be.
It's all about the armor, baby!
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No matter how much DPS you're dishing out, some enemies still take a long
time to die because they have thousands of health points to your measly
hundreds. So, while you're beating them to pulp, you don't want them
returning the favor. There are three ways to keep your blood where it belongs
(inside your veins):
1) Armor
2) Dodging
3) Resistances/Reflections
Now, why are they in that order?
Simple: Armor is king.
Yes, a chance to dodge melee/ranged attacks is nice. And all the various
resistances are nice (especially physical damage resistance). But, when push
comes to shove, you just don't want to get hit in the first place. Resisting
20% of an attack that does 500 damage still leaves you 400 health points
poorer. Dodging 25% of four attacks launched against you still leaves you to
grin-and-bear three attacks.
A well-armored tank can stand in the middle of a mob and lay about with his
weapon and take almost no damage. See, the vast majority of enemies you face
in DS2 are melee or ranged attackers. There really aren't that many
spellcasters outside of the bosses. And they usually have such crappy armor
and health (sort of like your own mages) that they go down pretty quickly.
It's all the mutant dogs and kangaroos and sword fighters and archers that
come at you in droves that can really make your life miserable. That's why
you need armor, and lots of it. When picking out equipment, favor the stuff
that increases your armor rating over anything else.
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