about Damage per second

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  • ZoracGallant - Raging Tide
    ZoracGallant - Raging Tide Posts: 1,624 Arc User
    edited April 2012
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  • bennymars
    bennymars Posts: 40 Arc User
    edited April 2012
    Because as the crit rate increases, the crit numbers in a large sample increase, thus making the overall DPS higher.

    For example, let's use small static numbers and solid crit numbers, with a solid APS of 5 attacks per second.

    For this example, (remember I'm leaving a lot of variables out, just to make my point here clear), the min and max damage will be 200.

    The crit rate in the first sample will be 20%, so 1 in 5 hits (again, statistically) will be a crit. This sample will have 20 hits.

    01. 200
    02. 200
    03. 200
    04. 200
    05. 400 (crit)
    06. 200
    07. 200
    08. 200
    09. 200
    10. 400 (crit)
    11. 200
    12. 200
    13. 200
    14. 200
    15. 400 (crit)
    16. 200
    17. 200
    18. 200
    19. 200
    20. 400 (crit)

    The average DPS of these 20 hits, with 5 attacks per second, averages out to 240 damage. And that's with a 20% crit rate.

    The next sample will have the same damages, but with a 25% crit rate. This means that 1 in 4 hits will be a crit.

    01. 200
    02. 200
    03. 200
    04. 400 (crit)
    05. 200
    06. 200
    07. 200
    08. 400 (crit)
    09. 200
    10. 200
    11. 200
    12. 400 (crit)
    13. 200
    14. 200
    15. 200
    16. 400 (crit)
    17. 200
    18. 200
    19. 200
    20. 400 (crit)

    The average DPS of these 20 hits, with 5 attacks per second, averages out to 250 damage. And this is with a 25% crit rate.

    So as you can see, as the crit rate increases, the average DPS increases as well. I hope this small example can clear things up for you.

    Is chance works that way?. with 20% chance of doing critical damage in 5 hits. in every 5 hits you deal 1 critical damage?. is that how chance works?. works in a fixed manner?

    in 5 hits with 20% chance of doing critical damage, its even possible you don't land even 1 crit in 5 hits. or you may not even land 1 crit in 10 hits...

    this law of large numbers that i previously read, it applies only in a larger scale. but reality speaking, do you do hits in a larger scale here?.
  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited April 2012
    bennymars wrote: »
    Is chance works that way?. with 20% chance of doing critical damage in 5 hits. in every 5 hits you deal 1 critical damage?. is that how chance works?. works in a fixed manner?

    in 5 hits with 20% chance of doing critical damage, its even possible you don't land even 1 crit in 5 hits. or you may not even land 1 crit in 10 hits...

    this law of large numbers that i previously read, it applies only in a larger scale. but reality speaking, do you do hits in a larger scale here?.

    Referring to an earlier post of mine: it is possible that you do not get the exact number of crits.

    Any calculation that you can do will not represent reality in a 100% accurate manner.

    The point that I had with the law of large numbers was that the average number represents reality rather well, especially in scenarios where your character is not overpowered, as you'll be most likely hitting dozens or hundreds of times during a single boss fight.

    There is no formula that will 100% reflect reality. That's because there's quite a few randomizers in play: The hit damage that you roll is evenly distributed, whether you score a crit or not is randomized, whether you miss or not is randomized.

    However, there's only really two ways to do a meaningful damage calculation: One of them is the minimum damage that you'll do, because that's a "safe" bet, it'll always be at least that much. The other is the average, because that's what you expect to get. In reality, the average is just as rare as the other cases, because the distribution of the DPH is even.

    The law of large numbers is applicable to the DPS calculation because DPH has a uniform distribution, thus its expected value is the mean.
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  • _Skai_ - Raging Tide
    _Skai_ - Raging Tide Posts: 3,407 Arc User
    edited April 2012
    Because as the crit rate increases, the crit numbers in a large sample increase, thus making the overall DPS higher.

    For example, let's use small static numbers and solid crit numbers, with a solid APS of 5 attacks per second.

    For this example, (remember I'm leaving a lot of variables out, just to make my point here clear), the min and max damage will be 200.

    The crit rate in the first sample will be 20%, so 1 in 5 hits (again, statistically speaking) will be a crit. This sample will have 20 hits.
    bennymars wrote: »
    Is chance works that way?. with 20% chance of doing critical damage in 5 hits. in every 5 hits you deal 1 critical damage?. is that how chance works?. works in a fixed manner?

    in 5 hits with 20% chance of doing critical damage, its even possible you don't land even 1 crit in 5 hits. or you may not even land 1 crit in 10 hits...

    this law of large numbers that i previously read, it applies only in a larger scale. but reality speaking, do you do hits in a larger scale here?.

    Do you not know what the bolded text means?

    Edit: And in argument, in 5 hits with 20% chance of doing critical damage, it's possible that ALL 5 hits are crits. It's possible that all of the next 10 hits are crits. That's why I said it's better calculated on a large scale to find the average DPS, which is what we were aiming from the start.

    This is the same with things that aren't statistically labeled, such as the proc rate (% chance) of things such as Sacrificial Strike and God of Frenzy. If you do a sample of 10 hits and GoF procs 0 out of 10 hits, then would 0% be a good number to put the proc rate for GoF at? No.
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  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited April 2012
    Do you not know what the bolded text means?

    Well... you example was ****ty. Not only did you order the numbers, but you kept the distribution between them uniform. You could've just picked 4 slots in random and that would've made a better example. Especially since then you could do something like having 2 consecutive crits or not having a crit in 10 hits.
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  • _Skai_ - Raging Tide
    _Skai_ - Raging Tide Posts: 3,407 Arc User
    edited April 2012
    I was just making it statistically accurate for him to see. I know my example was flat out crappy, but he wanted to know why increasing a crit rate would increase average DPS, and that's the first thing that came to my mind to try to explain it.
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  • bennymars
    bennymars Posts: 40 Arc User
    edited April 2012
    Any calculation that you can do will not represent reality in a 100% accurate manner.

    The point that I had with the law of large numbers was that the average number represents reality rather well, especially in scenarios where your character is not overpowered, as you'll be most likely hitting dozens or hundreds of times during a single boss fight.

    There is no formula that will 100% reflect reality. That's because there's quite a few randomizers in play: The hit damage that you roll is evenly distributed, whether you score a crit or not is randomized, whether you miss or not is randomized.

    However, there's only really two ways to do a meaningful damage calculation: One of them is the minimum damage that you'll do, because that's a "safe" bet, it'll always be at least that much. The other is the average, because that's what you expect to get. In reality, the average is just as rare as the other cases, because the distribution of the DPH is even.

    i think this is the answer to my question.... its a fault for me of wanting the result in a 100% accurate manner. the fact that there is a variable called "chance" in the equation of DPS, i should have known from the start that the result is not 100% accurate.

    Thanks again for your very helpful answers and sorry for getting your precious time..
    Im done..
  • _Skai_ - Raging Tide
    _Skai_ - Raging Tide Posts: 3,407 Arc User
    edited April 2012
    And it makes me wonder... why do you even care about "100% accurate" information in regard to DPS? Even if we're not talking about the % crit rate, look at the min and max damages.

    You're not going to ALWAYS hit the same number when the min and max damages are not the same. That is also "a form of chance".
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  • Nymphali - Dreamweaver
    Nymphali - Dreamweaver Posts: 449 Arc User
    edited April 2012
    DPS = ((MinAtk + MaxAtk) / 2) * (CritFactor * RageIncrease) * APS * (1 + ATKLV/100)

    Average Lv 11 means half time at 40% or full time at 20%, its same ****.
    If weapon has GoF, multply the result of the above formula by 1.25

    Would be something like this:
    Same gear, emblemless, sparkless:
    (9499+11115) / 2) * (1.29 * 1.0) * 4 * (1.29) = 68607
    With demon emblem:
    (9499+11115) / 2) * (1.29 * 1.4) * 4 * (1.29) = 96050
    With Demon Spark alone:
    (19629+22960) / 2) * (1.29 * 1.0) * 5 * (1.29) = 177180 (This is the most used DPS calc)
    As for sage spark, you can calculate the sage emblem together, as its always on:
    (19629+22960) / 2) * (1.29 * 1.2) * 4 * (1.29) = 170081
    With Demon Spark and emblem:
    (19629+22960) / 2) * (1.29 * 1.4) * 5 * (1.29) = 248053
    With demon emblem, demon spark and maxed powerdash:
    (19629+22960) / 2) * (1.69 * 1.4) * 5 * (1.29) = 324968

    b:bye

    PS: When talking about Average DPS, you must count in the 'unsure' values as statistics. Calculating statistics requires you to assume that for example 20% crit is one crit in 5 hits.
  • Veri - Lothranis
    Veri - Lothranis Posts: 127 Arc User
    edited April 2012
    DPS = ((MinAtk + MaxAtk) / 2) * (CritFactor * RageIncrease) * APS * (1 + ATKLV/100))

    This completely ignores any possibility of the enemy being able to evade attacks.
  • bennymars
    bennymars Posts: 40 Arc User
    edited April 2012
    PS: When talking about Average DPS, you must count in the 'unsure' values as statistics. Calculating statistics requires you to assume that for example 20% crit is one crit in 5 hits.

    Average damage per second formula:

    "Avg DPS = ((Max damage + minimum damage)/2) x (1 + crit rate) x Attack speed"

    ok I'll say something again for the last time. you know whats wrong in the formula of DPS?. it removes the nature of the crit% which is "chance".

    so what happens in the formula is "crit% works 100% of the time based on its percentage."

    thats why olbaze said:
    Crit% is a constant.

    he is correct. the nature of crit% in the formula is constant. the nature of crit% which is chance, became constant.

    _skai_ made an example of how this crit% works based on the formula:

    The crit rate in the first sample will be 20%, so 1 in 5 hits (again, statistically) will be a crit. This sample will have 20 hits.

    01. 200
    02. 200
    03. 200
    04. 200
    05. 400 (crit)
    06. 200
    07. 200
    08. 200
    09. 200
    10. 400 (crit)
    11. 200
    12. 200
    13. 200
    14. 200
    15. 400 (crit)
    16. 200
    17. 200
    18. 200
    19. 200
    20. 400 (crit)

    The average DPS of these 20 hits, with 5 attacks per second, averages out to 240 damage. And that's with a 20% crit rate.

    The next sample will have the same damages, but with a 25% crit rate. This means that 1 in 4 hits will be a crit.

    01. 200
    02. 200
    03. 200
    04. 400 (crit)
    05. 200
    06. 200
    07. 200
    08. 400 (crit)
    09. 200
    10. 200
    11. 200
    12. 400 (crit)
    13. 200
    14. 200
    15. 200
    16. 400 (crit)
    17. 200
    18. 200
    19. 200
    20. 400 (crit)

    The average DPS of these 20 hits, with 5 attacks per second, averages out to 250 damage. And this is with a 25% crit rate.

    So as you can see, as the crit rate increases, the average DPS increases as well. I hope this small example can clear things up for you.

    This is also entirely correct. if you are going to follow the formula. the crit% will work 100% of the time at 20%. thats why in every 5 hits there is a 1 critical hit.


    and now you said:
    PS: When talking about Average DPS, you must count in the 'unsure' values as statistics. Calculating statistics requires you to assume that for example 20% crit is one crit in 5 hits.

    you also made and assume that 20% crit rate is one crit in 5 hits and made the "unsure" values as statistics..

    but this is wrong.... i hope you all understand that you can't ignore the nature of crit% which is chance... because chance don't work that way in a fixed manner....

    even if you use the law of large number, it only works in a larger scale. reality speaking, hits works in a small, medium or even in a larger scale. you can't ignore the results of small or even in medium scale..

    bottom line:

    If we follow that formula. the crit% in that formula is no longer a "chance". it works 100% at the given percentage.... and it took the whole nature of crit% which is "chance".....

    i hope maybe in some ways. you consider chance in that formula. that way.. it will have a good accurate results...
  • Veri - Lothranis
    Veri - Lothranis Posts: 127 Arc User
    edited April 2012
    bennymars wrote: »

    If we follow that formula. the crit% in that formula is no longer a "chance". it works 100% at the given percentage.... and it took the whole nature of crit% which is "chance".....

    i hope maybe in some ways. you consider chance in that formula. that way.. it will have a good accurate results...

    Yes then you can have non-average results b:chuckle

    But to calculate average DPS you have to assume that 20% crit is a 1 critical strike out of 5 hits or youll be doing simple theorycrafting instead of calculating average dps.
  • _Skai_ - Raging Tide
    _Skai_ - Raging Tide Posts: 3,407 Arc User
    edited April 2012
    @Benny Through research through the years, that formula has been accepted as the way to calculate average DPS. Sure crit hits are always a chance, but over any sample of hits, with any % crit rate, you can either: crit on all of the hits, not crit on any of the hits, crit higher than the statistical average, crit lower than the statistical average, or crit on the statistical average.

    It's random yes, but that's the only way to calculate average DPS. If you take that out of the formula, you'll be getting a false average DPS that is in fact your DPS with 0% crit. If you take out your maximum damage as well as the crit, then the resulting calculation would be your minimum DPS. But it won't be the same the other way around if you take out your minimum DPS and crit from the formula.
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  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited April 2012
    @Benny Through research through the years, that formula has been accepted as the way to calculate average DPS. Sure crit hits are always a chance, but over any sample of hits, with any % crit rate, you can either: crit on all of the hits, not crit on any of the hits, crit higher than the statistical average, crit lower than the statistical average, or crit on the statistical average.

    It's random yes, but that's the only way to calculate average DPS. If you take that out of the formula, you'll be getting a false average DPS that is in fact your DPS with 0% crit. If you take out your maximum damage as well as the crit, then the resulting calculation would be your minimum DPS. But it won't be the same the other way around if you take out your minimum DPS and crit from the formula.

    Well, the average only really serves as a tool for comparison. The reason for this is that there are weapons which have ridiculously high maximum damage, e.g. R8, and weapons which have a very small damage range, e.g. Barrier Thorn: Nirvana, so you really cannot compare them fairly with either minimum or maximum.

    For practical purposes, I would look at both the minimum and the average. The maximum amount you can deal is pretty much irrelevant outside of PvP and considering that most assassins are gung-ho for attack speed, the average represents better.

    The thing is, no one is claiming that criticals aren't a random thing. The formula just gives you an expected value, which at best serves as a means of comparing different weaponry and making observations of damages, e.g. whether they were substantially higher than the average.

    Also a point worth noting is Power Dash. Power Dash gives you 40% Critical, which will always put you over 50%, meaning that you are more likely to crit a hit than not.
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  • Starlicious - Lost City
    Starlicious - Lost City Posts: 3 Arc User
    edited April 2012
    @Benny...Let me word this in a way you can understand.

    Yes you are correct that crit% as well as other factors are uncertain and chance values. But the issue is that you need to account for these uncertain values to have any accuracy at all.

    On a small sample size assuming 20 total attacks it could be very inaccurate. But as your sample size increases to 10000 100000 or 1000000 the law of averages makes those uncertain variables work like they were a fixed variable.
  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited April 2012
    @Benny...Let me word this in a way you can understand.

    Yes you are correct that crit% as well as other factors are uncertain and chance values. But the issue is that you need to account for these uncertain values to have any accuracy at all.

    On a small sample size assuming 20 total attacks it could be very inaccurate. But as your sample size increases to 10000 100000 or 1000000 the law of averages makes those uncertain variables work like they were a fixed variable.

    Ouch ouch ouch! Terminology! Law of Averages is bunch of bullcrap, what you're looking for is law of large numbers.
    I am Olba. Not Ol, not Baze nor Blaze. And even less would I go by Olblaze. Please, take a second to read a person's username.
    If you see b:cute be sure to take a second, calm look at anything I said.
  • _Skai_ - Raging Tide
    _Skai_ - Raging Tide Posts: 3,407 Arc User
    edited April 2012
    Well, the average only really serves as a tool for comparison. The reason for this is that there are weapons which have ridiculously high maximum damage, e.g. R8, and weapons which have a very small damage range, e.g. Barrier Thorn: Nirvana, so you really cannot compare them fairly with either minimum or maximum.

    For practical purposes, I would look at both the minimum and the average. The maximum amount you can deal is pretty much irrelevant outside of PvP and considering that most assassins are gung-ho for attack speed, the average represents better.

    The thing is, no one is claiming that criticals aren't a random thing. The formula just gives you an expected value, which at best serves as a means of comparing different weaponry and making observations of damages, e.g. whether they were substantially higher than the average.

    Also a point worth noting is Power Dash. Power Dash gives you 40% Critical, which will always put you over 50%, meaning that you are more likely to crit a hit than not.

    Exactly. Average DPS calculations are there mainly for comparing different weapons' average DPS while accounting for every attribute an Assassin has. It's a very useful tool for rising Assassins or math lovers to compare theoretical average DPS's of high-costing weapons so that they can determine what goal to set. That's why I'm wondering why benny is so nit-picky about how average DPS is calculated.

    If anything instead of arguing about how "wrong" the average DPS formula is, benny should go in game and do a DPS calculation in real time by recording all of his damages with every variable recorded, and calculate the average DPS over the course of an inhuman sample.

    From there derive his own DPS formula with said numbers.

    Sorry for the small rant. b:surrender
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  • Empu - Sanctuary
    Empu - Sanctuary Posts: 1,154 Arc User
    edited April 2012
    Exactly. Average DPS calculations are there mainly for comparing different weapons' average DPS while accounting for every attribute an Assassin has. It's a very useful tool for rising Assassins or math lovers to compare theoretical average DPS's of high-costing weapons so that they can determine what goal to set. That's why I'm wondering why benny is so nit-picky about how average DPS is calculated.

    If anything instead of arguing about how "wrong" the average DPS formula is, benny should go in game and do a DPS calculation in real time by recording all of his damages with every variable recorded, and calculate the average DPS over the course of an inhuman sample.

    From there derive his own DPS formula with said numbers.

    Sorry for the small rant. b:surrender

    The problem is simply that DPS is an average. Averages are a terrible tool to compare just about anything because they flatten all results and erase the differences. An average is only the final tool you use too put a hierarchie between the last remaining (and usually tight result) solutions you have.

    However, the pwi community tend to use this average as 1st and main criterium. I'm glad finally some others came to notice how increadibly dumb this is.

    It's simple to adjust the "formula" really. Just have to change the approach, rearrange a bit and, for ***** sake, keep intermediate results.

    For instance, personally, I would opt for a probabilistic approach since I like spike damage :
    - calculate your minimum and maximum base hits (min and max damage from calc then factor in att lvls and slaying lvls).
    - create a few significant segments, like 4 as starters (you would have a "low end damage", 2 "average hits" and 1 "high end damage" segments), and take an average of them. The more segments you make, the less you flatten your results.
    - take your probability for normal hit, to crit, to zerk and to zerk crit. Apply them on each segment average.
    - apply your aps to each probabilty corrected segment average and addition the collumn. But also apply your aps on each average before probability correction.
    - now you have a simple crossheet that allows you to see your dps, but also it's dispersion, your minimum, your potential and even factored in your dph in every way.

    Idk, for me it looks so simple, but it seems many don't understand how toxic averages are for ones analysis.
  • _Skai_ - Raging Tide
    _Skai_ - Raging Tide Posts: 3,407 Arc User
    edited April 2012
    Now that's what we need Empu. It's just most people see averages as an easy way to compare weapons.

    So most people try to find ways to integrate variables that influence damage by a lot, such as the proc rate of zerks, crit, and the chance of both happening, into a generic "average DPS" formula so that those variables are "accounted for", though not realistic enough.

    I'm not sure where I'm getting at, but I think someone who has already made such a spreadsheet should tweak it (if it hasn't already) to add in what you stated. I would love to see those averages of my current build. :3
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  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited April 2012
    The problem is simply that DPS is an average. Averages are a terrible tool to compare just about anything because they flatten all results and erase the differences. An average is only the final tool you use too put a hierarchie between the last remaining (and usually tight result) solutions you have.

    However, the pwi community tend to use this average as 1st and main criterium. I'm glad finally some others came to notice how increadibly dumb this is.

    It's simple to adjust the "formula" really. Just have to change the approach, rearrange a bit and, for ***** sake, keep intermediate results.

    For instance, personally, I would opt for a probabilistic approach since I like spike damage :
    - calculate your minimum and maximum base hits (min and max damage from calc then factor in att lvls and slaying lvls).
    - create a few significant segments, like 4 as starters (you would have a "low end damage", 2 "average hits" and 1 "high end damage" segments), and take an average of them. The more segments you make, the less you flatten your results.
    - take your probability for normal hit, to crit, to zerk and to zerk crit. Apply them on each segment average.
    - apply your aps to each probabilty corrected segment average and addition the collumn. But also apply your aps on each average before probability correction.
    - now you have a simple crossheet that allows you to see your dps, but also it's dispersion, your minimum, your potential and even factored in your dph in every way.

    Idk, for me it looks so simple, but it seems many don't understand how toxic averages are for ones analysis.

    Considering that about 95% of the population of PWI fails at middle school level math (since that's what counting average DPS really amounts to), I don't think that most of them would have the skills to do that either, which isn't essentially any different.

    And besides, even for people who could do that, such as myself, it's just too much effort to bother with.
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  • Empu - Sanctuary
    Empu - Sanctuary Posts: 1,154 Arc User
    edited April 2012
    Now that's what we need Empu. It's just most people see averages as an easy way to compare weapons.

    So most people try to find ways to integrate variables that influence damage by a lot, such as the proc rate of zerks, crit, and the chance of both happening, into a generic "average DPS" formula so that those variables are "accounted for", though not realistic enough.

    I'm not sure where I'm getting at, but I think someone who has already made such a spreadsheet should tweak it (if it hasn't already) to add in what you stated. I would love to see those averages of my current build. :3

    The main problem is ppl focussing on 1 end "solution" that will point them "this is the one best way". However, a little thumb rule is that any analysis leading to 1 solution is wrong/partial. Heck, even equations have several solutions...

    What I presented is simply how I compare. I like spike damage, so look at how high I can get and what the chance is to hit high. For someone else it might be different. I could come up with at least 10 different ways to compare weap X to weap Y. But none of them would lead to a conclusion like "X is better then Y". They would just allow the one reading the displayed information to say "X will suit me better then Y".
    Considering that about 95% of the population of PWI fails at middle school level math (since that's what counting average DPS really amounts to), I don't think that most of them would have the skills to do that either, which isn't essentially any different.

    And besides, even for people who could do that, such as myself, it's just too much effort to bother with.

    And you still forget the next lvl : after doing the mathematical operations, you still have to properly read the information. Creating figures is nice and all, but it's only when you make them talk that they become of use.

    Imo, those who can do the "math" (honestly, I wouldn't even call it that way) often pretty much predict the results without actually doing the calculations. Those who aren't good enough to understand the figures, are better off using common sense.

    Honestly, if you reason simply like :

    Weap X :
    *list of pros* vs *list of cons*

    Weap Y :
    *list of pros* vs *list of cons*

    You are more likely to make the right choice then blindly amassing figures, you can't properly understand anyway, on a calculator.
  • Elenacostel - Heavens Tear
    Elenacostel - Heavens Tear Posts: 2,822 Arc User
    edited April 2012
    Why in the world are there 6 pages on the topic of the definition of DPS?
  • Quilue - Sanctuary
    Quilue - Sanctuary Posts: 5,787 Arc User
    edited April 2012
    When you hit at 5 times per second, you pretty much just take average DPS and run with it.
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  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited April 2012
    Why in the world are there 6 pages on the topic of the definition of DPS?

    Because some newbie is irritated that the average DPS formula isn't 100% accurate for all given situations and is essentially the average. Yeah, it's a tautology.
    When you hit at 5 times per second, you pretty much just take average DPS and run with it.

    Well, that was kinda my point: high APS results in massive samples, thus the average is a pretty good representation.
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  • Empu - Sanctuary
    Empu - Sanctuary Posts: 1,154 Arc User
    edited April 2012
    Well, that was kinda my point: high APS results in massive samples, thus the average is a pretty good representation.

    But the number of hits needed to kill a specific boss is still the same...

    The question would be : why even calculate dps, as it stands for nothing...
  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited April 2012
    But the number of hits needed to kill a specific boss is still the same...

    The question would be : why even calculate dps, as it stands for nothing...

    Not necessarily true.

    For example, I got roughly identical DPS with a +6 Ocean Supreme Dagger and a +6 Barrier Thorn: Nirvana. The former has 2.5 APS, whereas the latter has 3.33. Obviously, they'll kill the boss in an identical time, but the amount of hits will be greatly different.

    And it's perfectly possible to increase your APS while decreasing your DPS, such as using Deicide on an Assassin. Or going from a highly refined Rank 8 to a unrefined Barrier Thorn: Nirvana.
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    If you see b:cute be sure to take a second, calm look at anything I said.
  • Decus - Dreamweaver
    Decus - Dreamweaver Posts: 5,033 Arc User
    edited April 2012
    And besides, even for people who could do that, such as myself, it's just too much effort to bother with.

    Very true.
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  • Starlicious - Lost City
    Starlicious - Lost City Posts: 3 Arc User
    edited April 2012
    Ouch ouch ouch! Terminology! Law of Averages is bunch of bullcrap, what you're looking for is law of large numbers.

    Sorry same basic idea just picked the one with the flawed basic principle...b:surrender
  • Empu - Sanctuary
    Empu - Sanctuary Posts: 1,154 Arc User
    edited April 2012
    Not necessarily true.

    For example, I got roughly identical DPS with a +6 Ocean Supreme Dagger and a +6 Barrier Thorn: Nirvana. The former has 2.5 APS, whereas the latter has 3.33. Obviously, they'll kill the boss in an identical time, but the amount of hits will be greatly different.

    Not only did you just confirm my previous point about an average not showing you any information, but you also give a perfect example how nobody actually cares about dps as the use of specific weapon or a specific class is always motivated by another factor (like in your case, the chi gain).

    What you're going too here is a aps vs dph debate, which has nothing to do with dps, and which I'm sure is not where you want to go b:laugh
  • JeT_i - Harshlands
    JeT_i - Harshlands Posts: 27 Arc User
    edited April 2012
    from wat i've been reading to what i've been doing in PWI, Talk all u want but take it from a sage sin's point of view, 3 sparks, sage subsea+ sage powerdash + TM= 9 seconds 96% crit FTW, 5aps Yan the traitor gone in 5 seconds. :O, so wat now ;P