Re: Tank/DD gear 50+
God, not the "there is no DPS" thing again.
Ok, there is no way to say that x weapon will do y damage per second. Varying monsters have varyind Defense and VIT, yadda yadda yadda. However, that doesn't change the fact that DMG is pretty much linear (i.e. high DMG doesn't have any special defense-piercing properties and whatnot) and weapons have linear Delay (400 Delay is twice the time as 200 Delay, etc.) Thus, if the weapon has no other properties, DMG/Delay is the indication of how efficient the weapon is at doing damage. It's not rocket science. Consider a weapon with 20 DMG and 200 Delay. Consider a weapon with 22 DMG and 600 Delay. Naturally, the first does more damage.
Of course, Delay comes in extremely high numbers, so when you divide DMG by Delay you get extremely low ratios. It's far more convenient to divide DMG by seconds.
DMG/sec IS an actual measurement of a weapon's efficiency. It is true that it doesn't take into account outside factors such as +stats on the weapon, added effects, or WS; however, +2 Attack honestly is not going to make a whit of a difference in the long run compared to DMG and Delay, and we've already established that higher DMG = more powerful WS. T.M. Espadon +1 is the superior weapon.
Oh, and as far as I know, lag will not affect your attack cycles, I believe that's controlled completely server-side. The fact that you're not seeing it at the correct time is a completely different issue.
How can it possibly be inaccurate when there's a clear-cut Delay to Seconds conversion? 60 Delay = 1 second. If establish a specific STR bonus value and a hard-set Attack/Defense multiplier, you can very well calculate a weapon's damage per second within those established conditions.
God, not the "there is no DPS" thing again.
Ok, there is no way to say that x weapon will do y damage per second. Varying monsters have varyind Defense and VIT, yadda yadda yadda. However, that doesn't change the fact that DMG is pretty much linear (i.e. high DMG doesn't have any special defense-piercing properties and whatnot) and weapons have linear Delay (400 Delay is twice the time as 200 Delay, etc.) Thus, if the weapon has no other properties, DMG/Delay is the indication of how efficient the weapon is at doing damage. It's not rocket science. Consider a weapon with 20 DMG and 200 Delay. Consider a weapon with 22 DMG and 600 Delay. Naturally, the first does more damage.
Of course, Delay comes in extremely high numbers, so when you divide DMG by Delay you get extremely low ratios. It's far more convenient to divide DMG by seconds.
DMG/sec IS an actual measurement of a weapon's efficiency. It is true that it doesn't take into account outside factors such as +stats on the weapon, added effects, or WS; however, +2 Attack honestly is not going to make a whit of a difference in the long run compared to DMG and Delay, and we've already established that higher DMG = more powerful WS. T.M. Espadon +1 is the superior weapon.
Oh, and as far as I know, lag will not affect your attack cycles, I believe that's controlled completely server-side. The fact that you're not seeing it at the correct time is a completely different issue.
One thing I'd like to point out that nobody has mentioned is that there's no such thing as DPS. This game's time runs by frames, as pointed out by Grendal a long time ago, so any attempts to calculate weapon damage by seconds is inaccurate.
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