DPS
Contents
Introduction
DPS or Damage Per Second is a popular measure of a weapons worth, and besides Range and Alpha damage (damage per single shot) constitutes the most looked after characteristic of particular weapon in the sense of battle worthyness.
Delivering an actual DPS value for any weapon is easier said than done, because the rate of fire might be affected by various factors and circumstances that are subject to change them self during the time of battle.
This complexity is at moments bordering uncertainty while never really crossing the line. This mechanic alone is what makes Battletech games one of the finest entertainment delights for the truly devoted players.
Damage Types
Our game differentiates between few damage types:
- direct damage - dealt by collision or contact
- splash damage - dealt by explosion and
- secondary splash damage - dealt by explosion (or fire?) as well
Damage Modifiers
Assets in the game have each their own adjusted damage modifiers to compensate for optimal balance, skill and fun across the various types.
- TODO
Damage per ton of Ammo
The maximally possible damage dealt for firing one ammo clip (usually a ton). Actual damage can only be lass or, at most, equal to this.
Types of DPS
In Battletech and Mechwarrior games we understand that there are some so called basic weapons, the loadouts of the lostech era.
Those are the standard Inner Sphere Lasers, Autocannons and SRM MRM and LRM missiles. Those have in common that they don't have jam constrains and usually are delivering more hurt than heat.
Calculating DPS for those weapons usually involves only the fire rate and damage per shot. Not terribly complex. Same applies for LB-X.
Enter Ultra Autocannons:
TODO - more
Raw DPS
Max DPS
Estimated DPS
Normalized DPS per clip of ammo
Also known as sustained DPS - or worst case DPS.