The advance settings is currently out of date. It's on my list of things to update, but I've just been very busy in real life lately. I'm going to try to make it a priority to fix things there soon, but I don't know how soon that will actually be.
For now I'd just recommend ignoring the advanced settings and using the relative DPS comparison. That should allow you to get a sense of what your weapon damage will be with various weapons, even if it doesn't give exact figures.
The advance settings is currently out of date. It's on my list of things to update, but I've just been very busy in real life lately. I'm going to try to make it a priority to fix things there soon, but I don't know how soon that will actually be.
For now I'd just recommend ignoring the advanced settings and using the relative DPS comparison. That should allow you to get a sense of what your weapon damage will be with various weapons, even if it doesn't give exact figures.
I hope you're not using a Cryptic Soon (TM) and violating a trademark here?!
I am looking forwad to when you start making these tests and find a few new bugs in STO.
Great calculator! Love to see the base DHC/DC debate settled, at least for the vast majority of cases.
One thing I'd like to see added, which hopefully would be relatively easy, is the [Borg] weapon mod. That one feels like it should throw more of a wrench once more into the DC/DHC balance. Most people seem to anecdotally disagree, feeling that DHC are still superior, though no one has data beyond "my combat parser says." It's an odd duck, as it basically adds +25 damage per bolt/beam pulse (2.5% chance of 1000 damage), regardless of power setting, weapon type, etc. Weapons with a higher rate of fire therefore benefit more, and it has a bigger proportional effect at lower weapon power levels.
You may be able to do some kind of testing yourself. Try one STF with all DHC's and another with all DC's. Perhaps with only using regular non-borg turrets for good measure.
If you use STOICS, you can see the damage that you did as well as what did that damage. Separable by weapon type. You would add the damage done by your cannons and the damage from the Borg Proc which shows as "Chaotic Particle Stream". I just need a good test map in the foundry to do this.
The Starship Weapons Calculator is based on my previous Weapon Scaling Tests. After many hours of testing, I have finally amassed enough data to create a simple tool for calculating the DPS of various weapon combinations.
With this program you can enter any combination of weapons, and the calculator will determine the firing arcs relevant to your build, and the relative DPS of each one. In addition, you can compare two builds to one another, see the impact of activating certain weapon skills, and even view a graph of your DPS results. Screenshot of the Starship Weapons Calculator in action.
About The Calculator
Initially I intended to create a simple spreadsheet to serve as the calculator, similar to PatricianVetinari's Ship Power Level Calculator, however it turned out that spreadsheet programs lacked the necessary complexity to achieve my vision. As a result I turned to Visual Basic 6.0 to create the calculator, since I had some limited Basic programming knowledge and an old copy of Visual Basic that had been given to me by a friend. Since I'm a self taught Basic programmer, some of the code probably isn't optimal, but it's good enough to get the job done for this simple program.
The current version of the calculator is 4.0. Please let me know if you find any bugs, or have any complaints about the user interface. Once I gather some feedback I will release a full version, although the current beta should be fully functional in every important way.
How Does The Calculator Work?
It would simply be impossible to test every possible combination of weapons, so the calculator is only made possible by the fact that I discovered you could get very accurate figures by averaging different weapon tests together. In a nutshell that is how the calculator derives different build results.
How Accurate Is The Calculator?
Considering all of the intricacies of the combat system I was initially skeptical that this approach would work, but the calculator is actually quite accurate. In most cases the difference between the calculated DPS output and the actual in-game DPS is less than 1%.
That slight difference can be explained by the fact that in any given test run there is some margin of error. It's even possible to tell from looking at my scaling charts that some of the results are not 100% exact (some of the curves aren't completely smooth). But, at some point you have to say "this is good enough". I'm sure that with a lot more testing I could reduce the margin of error further, but for almost everyone's purposes, the current accuracy should be more than sufficient.
Understanding Relative DPS
By default, the calculator measures DPS results in what I have dubbed "Relative DPS". Basically what this means is that the damage from all weapons is measured against that of a single Beam Array at 100 weapon power, which is set to 100 DPS. If a weapon/power combination does five times as much damage as said Beam Array, then the DPS figure will be 500. If a weapon/power combination does half as much damage, then its DPS will be 50, and so on.
The reason for using Relative DPS is so that the results are general enough to be used easily at every tier and every skill level, with a minimum of input from the user. The calculator is capable of figuring your actual damage output, but in order to get an accurate result you need to enter your exact skill and console bonuses. Using Relative DPS avoids this hassle, because the calculator can simply tell you how specific builds stack up against one another when all things are equal (including skill level, consoles and weapon marks).
For an easy comparison, I recommend sticking to Relative DPS. But, for those who want results that most accurately reflect in-game damage, you may fully customize the program's parameters in the Advanced Settings.
Using The Calculator
The calculator should be fairly intuitive to use, but if you have any questions, please read the included documentation, which you can access from the About window (accessible from the extended options), or by opening the ReadMe located in the program's folder, and also available online at this link.
there is a lot of missing items. the quad cannons, fleet weapons, rare and higher weapons, the reputation items. i have all of these and more so i can't properly calculate my DPS wit this system. but other than that i like how easy it is to use. also the heavy escort carrier isn't among the vessels to choose from.
If you press the settings button at the bottom you can change weapon Mk and mods such as [Dmg], and put in your tac consoles. I agree there are still a few things missing, but not bad overall.
Commanding Officer the 10th Fleet
the user formally known as kiss.my.rear.admiral
I was wondering, which weapon is more powerful - a Romulan Reputation Plasma MKII DHC (Very Rare) or a Fleet Plasma DHC MKII (Ultra Rare)? I am trying to come up with a good plasma build.
Comments
For now I'd just recommend ignoring the advanced settings and using the relative DPS comparison. That should allow you to get a sense of what your weapon damage will be with various weapons, even if it doesn't give exact figures.
I hope you're not using a Cryptic Soon (TM) and violating a trademark here?!
I am looking forwad to when you start making these tests and find a few new bugs in STO.
[SIGPIC][/SIGPIC]
One thing I'd like to see added, which hopefully would be relatively easy, is the [Borg] weapon mod. That one feels like it should throw more of a wrench once more into the DC/DHC balance. Most people seem to anecdotally disagree, feeling that DHC are still superior, though no one has data beyond "my combat parser says." It's an odd duck, as it basically adds +25 damage per bolt/beam pulse (2.5% chance of 1000 damage), regardless of power setting, weapon type, etc. Weapons with a higher rate of fire therefore benefit more, and it has a bigger proportional effect at lower weapon power levels.
Happy Trekking
If you use STOICS, you can see the damage that you did as well as what did that damage. Separable by weapon type. You would add the damage done by your cannons and the damage from the Borg Proc which shows as "Chaotic Particle Stream". I just need a good test map in the foundry to do this.
thats nice and all but why does it not ask for weapon mks? that is huge, also what type? phaser? antiproton?
Great work, one question the current version is still valid nowadays?
Kind Regards
Some good weapons calculation work going on here:
http://sto-forum.perfectworld.com/showthread.php?p=6453001#post6453001
On page 3 you can find a spreadsheet for quick weapon calculations.
the user formally known as kiss.my.rear.admiral
Any chance we can get a fifth forward weapon slot? I love my 5 DHCs.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.