What is Effective DPS?

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playfull
Myrmidon
 
Posts: 162
Joined: Jul 05, 2016 01:07

Postby playfull » Jun 29, 2017 05:23

The below images are on from a PRE- RR 5 TOON

MP Effective DPS - 16.2
https://gyazo.com/af0a487d30b186227778de058f70934f

99% quality - EFFECTIVE DPS - 16.0
https://gyazo.com/6ee87c54b56e94daac8087d166390ad2

now I cant provide SS of a RR5+ toon atm but it should go something like this for RR5+

99 qual - 16.3 EFFECTIVE DPS
100 qual - 16.5 EFFECTIVE DPS

This is in response to this issue:
https://www2.uthgard.net/tracker/issue/ ... _after_RR5

and blues responses:

"A 99% weapons has still the same cap as a 100% weapon. RR5 makes the difference. Not the quality. I don't see whats to be fixed here. If your base DPS shows as 16.5 its already correct.

That RR5 enables level 51 weapon/armor caps is implemented for a long time already and never changed.

Again, it would be new to me if quality influences the damage cap of a weapon. If that's the case please show some evidence. Uncapped damage itself is influenced by quality."
Last edited by playfull on Jul 18, 2017 06:10, edited 1 time in total.

User avatar
Requin
Eagle Knight
 
Posts: 878
Joined: Jan 11, 2017 21:32

Postby Requin » Jun 29, 2017 07:54

Check this website:
http://talsyra.tripod.com/daocmechanics/general_damage_mechanics.html

WeapDam (i.e. your effective DPS) = capped base DPS for your level x quality x condition

EDPS = effective dps of the weapon

For base damage this is (clamped factor and weapon condition/quality)

For cap damage this is (clamped factor only)

Condition and quality of the weapon will affect effective damage in the following way :

Effective dam = Clamped Damage * Quality(%) * Condition(%)

The clamped damage is your maximimum allowed damage at your current lvl:

Clamped Damage = 1.2 + LVL * 0.3
Reminder to Self: Quality over Quantity, what is the Value here?


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