Difference between revisions of "Template:True Melee DPS Calculator"
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* {{#var:attack1SelectionChance}}, {{#var:attack2SelectionChance}}, {{#var:attack3SelectionChance}}, {{#var:attack4SelectionChance}} | * {{#var:attack1SelectionChance}}, {{#var:attack2SelectionChance}}, {{#var:attack3SelectionChance}}, {{#var:attack4SelectionChance}} | ||
− | VARIABLES | + | 1. VARIABLES |
-->{{#vardefine:name | {{{1|{{PAGENAME}} }}} }}<!-- | -->{{#vardefine:name | {{{1|{{PAGENAME}} }}} }}<!-- | ||
-->{{#vardefine:material | {{{2|}}} }}<!-- | -->{{#vardefine:material | {{{2|}}} }}<!-- | ||
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| #default = 1 | | #default = 1 | ||
}} }}<!-- | }} }}<!-- | ||
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− | CALCULATIONS | + | 1.1 Clearing variables in case the page is called multiple times on the same page |
− | Define the damage type of the | + | -->{{#vardefine:attack1InitialSelectionWeight|}}{{#vardefine:attack1SelectionCategory|}}{{#vardefine:attack1AP|}}{{#vardefine:attack1Cooldown|}}{{#vardefine:attack1Damage|}}{{#vardefine:attack1SelectionChance|}}<!-- |
+ | -->{{#vardefine:attack2InitialSelectionWeight|}}{{#vardefine:attack2SelectionCategory|}}{{#vardefine:attack2AP|}}{{#vardefine:attack2Cooldown|}}{{#vardefine:attack2Damage|}}{{#vardefine:attack2SelectionChance|}}<!-- | ||
+ | -->{{#vardefine:attack3InitialSelectionWeight|}}{{#vardefine:attack3SelectionCategory|}}{{#vardefine:attack3AP|}}{{#vardefine:attack3Cooldown|}}{{#vardefine:attack3Damage|}}{{#vardefine:attack3SelectionChance|}}<!-- | ||
+ | -->{{#vardefine:attack4InitialSelectionWeight|}}{{#vardefine:attack4SelectionCategory|}}{{#vardefine:attack4AP|}}{{#vardefine:attack4Cooldown|}}{{#vardefine:attack4Damage|}}{{#vardefine:attack4SelectionChance|}}<!-- | ||
+ | -->{{#vardefine:attack5InitialSelectionWeight|}}{{#vardefine:attack5SelectionCategory|}}{{#vardefine:attack5AP|}}{{#vardefine:attack5Cooldown|}}{{#vardefine:attack5Damage|}}{{#vardefine:attack5SelectionChance|}}<!-- | ||
+ | -->{{#vardefine:attack6InitialSelectionWeight|}}{{#vardefine:attack6SelectionCategory|}}{{#vardefine:attack6AP|}}{{#vardefine:attack6Cooldown|}}{{#vardefine:attack6Damage|}}{{#vardefine:attack6SelectionChance|}}<!-- | ||
+ | -->{{#vardefine:numBestAttacks|0}}{{#vardefine:numMidAttacks|0}}<!-- | ||
+ | |||
+ | 2. CALCULATIONS | ||
+ | 2.1 Define the damage type of the attacks so it knows which material stat to use for the damage multiplier. Needs updating if new damage types added. | ||
+ | 2.1.1 First attack | ||
-->{{#switch: {{#var:attack1Type}} | -->{{#switch: {{#var:attack1Type}} | ||
| Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch = | | Arrow | ArrowHighVelocity | Bite | Bomb | BombSuper | Bullet | Cut | RangedStab | Scratch | Stab | Thump | Toxic bite | Toxic scratch = | ||
Line 51: | Line 54: | ||
}}<!-- | }}<!-- | ||
-->{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:name}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | ({{Q|{{#var:name}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }}<!-- | -->{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:name}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | ({{Q|{{#var:name}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }}<!-- | ||
− | + | 2.1.2 Second attack | |
-->{{#if: {{#var:attack2Type}} | | -->{{#if: {{#var:attack2Type}} | | ||
{{#switch: {{#var:attack2Type}} | {{#switch: {{#var:attack2Type}} | ||
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{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:name}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | ({{Q|{{#var:name}}|Attack 2 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | {{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:name}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | ({{Q|{{#var:name}}|Attack 2 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | ||
}}<!-- | }}<!-- | ||
− | + | 2.1.3 Third attack | |
-->{{#if: {{#var:attack3Type}} | | -->{{#if: {{#var:attack3Type}} | | ||
{{#switch: {{#var:attack3Type}} | {{#switch: {{#var:attack3Type}} | ||
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{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:name}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | ({{Q|{{#var:name}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | {{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:name}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | ({{Q|{{#var:name}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | ||
}}<!-- | }}<!-- | ||
− | + | 2.1.4 Fourth attack | |
-->{{#if: {{#var:attack4Type}} | | -->{{#if: {{#var:attack4Type}} | | ||
{{#switch: {{#var:attack4Type}} | {{#switch: {{#var:attack4Type}} | ||
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{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:name}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | ({{Q|{{#var:name}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | {{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:name}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | ({{Q|{{#var:name}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | ||
}}<!-- | }}<!-- | ||
− | + | 2.1.5 Fifth attack | |
-->{{#if: {{#var:attack5Type}} | | -->{{#if: {{#var:attack5Type}} | | ||
{{#switch: {{#var:attack5Type}} | {{#switch: {{#var:attack5Type}} | ||
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{{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:name}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | ({{Q|{{#var:name}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | {{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:name}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | ({{Q|{{#var:name}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | ||
}}<!-- | }}<!-- | ||
− | + | 2.1.6 Sixth attack | |
-->{{#if: {{#var:attack6Type}} | | -->{{#if: {{#var:attack6Type}} | | ||
{{#switch: {{#var:attack6Type}} | {{#switch: {{#var:attack6Type}} | ||
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{{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:name}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | ({{Q|{{#var:name}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | {{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:name}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | ({{Q|{{#var:name}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}}) }} round 1}} }} | ||
}}<!-- | }}<!-- | ||
− | Determine which attack has the highest weight to use as point of comparison for categorisation | + | |
+ | 2.2 Determine which attack has the highest weight to use as point of comparison for categorisation | ||
-->{{#vardefine: maxSelectionWeight | {{#ifexpr: {{#var:attack1InitialSelectionWeight}} > {{#var:attack2InitialSelectionWeight|0}} | {{#var:attack1InitialSelectionWeight}} | {{#var:attack2InitialSelectionWeight}} }} }}<!-- | -->{{#vardefine: maxSelectionWeight | {{#ifexpr: {{#var:attack1InitialSelectionWeight}} > {{#var:attack2InitialSelectionWeight|0}} | {{#var:attack1InitialSelectionWeight}} | {{#var:attack2InitialSelectionWeight}} }} }}<!-- | ||
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack3InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack3InitialSelectionWeight}} }} }}<!-- | -->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack3InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack3InitialSelectionWeight}} }} }}<!-- | ||
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-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack5InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack5InitialSelectionWeight}} }} }}<!-- | -->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack5InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack5InitialSelectionWeight}} }} }}<!-- | ||
-->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack6InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack6InitialSelectionWeight}} }} }}<!-- | -->{{#ifexpr: {{#var:maxSelectionWeight}} < {{#var:attack6InitialSelectionWeight|0}} | {{#vardefine: maxSelectionWeight| {{#var:attack6InitialSelectionWeight}} }} }}<!-- | ||
− | + | ||
− | + | 2.3 Categorize attacks relative to highest initial selection weight into best/mid/worst | |
− | Categorize | + | 2.3.1 First attack |
− | -->{{#vardefine: attack1SelectionCategory | {{#ifexpr: {{#var:attack1InitialSelectionWeight}} >= | + | -->{{#vardefine: attack1SelectionCategory | {{#ifexpr: {{#var:attack1InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack1InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }}<!-- |
− | + | 2.3.2 Second attack | |
-->{{#if: {{#var:attack2Type}} | | -->{{#if: {{#var:attack2Type}} | | ||
− | {{#vardefine: attack2SelectionCategory | {{#ifexpr: {{#var:attack2InitialSelectionWeight}} >= | + | {{#vardefine: attack2SelectionCategory | {{#ifexpr: {{#var:attack2InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack2InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!-- |
− | + | 2.3.3 Third attack | |
-->{{#if: {{#var:attack3Type}} | | -->{{#if: {{#var:attack3Type}} | | ||
− | {{#vardefine: attack3SelectionCategory | {{#ifexpr: {{#var:attack3InitialSelectionWeight}} >= | + | {{#vardefine: attack3SelectionCategory | {{#ifexpr: {{#var:attack3InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack3InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!-- |
− | + | 2.3.4 Fourth attack | |
-->{{#if: {{#var:attack4Type}} | | -->{{#if: {{#var:attack4Type}} | | ||
− | {{#vardefine: attack4SelectionCategory | {{#ifexpr: {{#var:attack4InitialSelectionWeight}} >= | + | {{#vardefine: attack4SelectionCategory | {{#ifexpr: {{#var:attack4InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack4InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!-- |
− | + | 2.3.5 Fifth attack | |
-->{{#if: {{#var:attack5Type}} | | -->{{#if: {{#var:attack5Type}} | | ||
− | {{#vardefine: attack5SelectionCategory | {{#ifexpr: {{#var:attack5InitialSelectionWeight}} >= | + | {{#vardefine: attack5SelectionCategory | {{#ifexpr: {{#var:attack5InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack5InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!-- |
− | + | 2.3.6 Sixth attack | |
-->{{#if: {{#var:attack6Type}} | | -->{{#if: {{#var:attack6Type}} | | ||
− | {{#vardefine: attack6SelectionCategory | {{#ifexpr: {{#var:attack6InitialSelectionWeight}} >= | + | {{#vardefine: attack6SelectionCategory | {{#ifexpr: {{#var:attack6InitialSelectionWeight}} >= 0.95*{{#var:maxSelectionWeight}} | best {{#vardefine: numBestAttacks | {{#expr: {{#var:numBestAttacks}}+1}} }} | {{#ifexpr: {{#var:attack6InitialSelectionWeight}} < 0.25*{{#var:maxSelectionWeight}} | worst | mid {{#vardefine: numMidAttacks | {{#expr: {{#var:numMidAttacks}}+1}} }} }} }} }} }}<!-- |
+ | |||
+ | 2.4 Calculate selection chances | ||
Sometimes there is no mid category, in which case it controls 100% of the selection chance, instead of only 75% | Sometimes there is no mid category, in which case it controls 100% of the selection chance, instead of only 75% | ||
− | -->{{#ifeq: {{#var:numMidAttacks}} | 0 | + | -->{{#vardefine:bestCategoryPercentage| {{#ifeq: {{#var:numMidAttacks}} | 0 | 1 | 0.75 }} }}<!-- |
Define selection chances from category and number of attacks in category so we don't have to calc them twice and so they can be called. | Define selection chances from category and number of attacks in category so we don't have to calc them twice and so they can be called. | ||
− | -->{{#vardefine:attack1SelectionChance|{{#expr: {{# | + | -->{{#vardefine:attack1SelectionChance|{{#expr: {{#switch: {{#var:attack1SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#vardefine:attack2SelectionChance|{{#expr: {{# | + | -->{{#if: {{#var:attack2Type}} | {{#vardefine:attack2SelectionChance|{{#expr: {{#switch: {{#var:attack2SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!-- |
− | -->{{#vardefine:attack3SelectionChance|{{#expr: {{# | + | -->{{#if: {{#var:attack3Type}} | {{#vardefine:attack3SelectionChance|{{#expr: {{#switch: {{#var:attack3SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!-- |
− | -->{{#vardefine:attack4SelectionChance|{{#expr: {{# | + | -->{{#if: {{#var:attack4Type}} | {{#vardefine:attack4SelectionChance|{{#expr: {{#switch: {{#var:attack4SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!-- |
− | -->{{#vardefine:attack5SelectionChance|{{#expr: {{# | + | -->{{#if: {{#var:attack5Type}} | {{#vardefine:attack5SelectionChance|{{#expr: {{#switch: {{#var:attack5SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!-- |
− | -->{{#vardefine:attack6SelectionChance|{{#expr: {{# | + | -->{{#if: {{#var:attack6Type}} | {{#vardefine:attack6SelectionChance|{{#expr: {{#switch: {{#var:attack6SelectionCategory}} | best = {{#var:bestCategoryPercentage}}/{{#var:numBestAttacks}} | mid = 0.25/{{#var:numMidAttacks}} | 0 }} }} }} }}<!-- |
− | |||
+ | 2.5 Calculate actual DPS | ||
(bestDamage*bestSelectionWeight + midDamage*midSelectionWeight) / (bestCooldownTime*bestSelectionWeight + midCoolDownTime*midSelectionWeight) = DPS | (bestDamage*bestSelectionWeight + midDamage*midSelectionWeight) / (bestCooldownTime*bestSelectionWeight + midCoolDownTime*midSelectionWeight) = DPS | ||
− | + | -->{{#vardefine:weightedDamageTotal | {{#expr: {{#var:attack1Damage}}*{{#var:attack1SelectionChance}} | |
− | + | {{#if: {{#var:attack2Type}} | +{{#var:attack2Damage}}*{{#var:attack2SelectionChance}} }} | |
− | + | {{#if: {{#var:attack3Type}} | +{{#var:attack3Damage}}*{{#var:attack3SelectionChance}} }} | |
− | -->{{#vardefine:weightedDamageTotal| {{#expr: {{#var:attack1Damage}} * {{#var:attack1SelectionChance}} | + | {{#if: {{#var:attack4Type}} | +{{#var:attack4Damage}}*{{#var:attack4SelectionChance}} }} |
− | + | {{#if: {{#var:attack5Type}} | +{{#var:attack5Damage}}*{{#var:attack5SelectionChance}} }} | |
− | + | {{#if: {{#var:attack6Type}} | +{{#var:attack6Damage}}*{{#var:attack6SelectionChance}} }} round 2}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
− | |||
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}}<!-- | }}<!-- | ||
− | + | -->{{#vardefine:weightedTimeTotal | {{#expr: {{#var:attack1Cooldown}}*{{#var:attack1SelectionChance}} | |
− | -->{{#if: {{#var:attack3Type}}|+ | + | {{#if: {{#var:attack2Type}} | +{{#var:attack2Cooldown}}*{{#var:attack2SelectionChance}} }} |
− | }} | + | {{#if: {{#var:attack3Type}} | +{{#var:attack3Cooldown}}*{{#var:attack3SelectionChance}} }} |
− | + | {{#if: {{#var:attack4Type}} | +{{#var:attack4Cooldown}}*{{#var:attack4SelectionChance}} }} | |
− | + | {{#if: {{#var:attack5Type}} | +{{#var:attack5Cooldown}}*{{#var:attack5SelectionChance}} }} | |
− | }} | + | {{#if: {{#var:attack6Type}} | +{{#var:attack6Cooldown}}*{{#var:attack6SelectionChance}} }} round 2}} |
− | |||
− | |||
}}<!-- | }}<!-- | ||
+ | -->{{#vardefine:trueDPS| {{#expr:{{#var:weightedDamageTotal}}/{{#var:weightedTimeTotal}} round 2}} }}<!-- | ||
− | -->{{#if: {{#var:attack6Type}}|+ | + | 2.6 Calculate actual average AP |
− | }} | + | -->{{#vardefine:trueAP | {{#expr: {{#var:attack1AP}}*{{#var:attack1SelectionChance}} |
− | round 2}} | + | {{#if: {{#var:attack2Type}} | +{{#var:attack2AP}}*{{#var:attack2SelectionChance}} }} |
+ | {{#if: {{#var:attack3Type}} | +{{#var:attack3AP}}*{{#var:attack3SelectionChance}} }} | ||
+ | {{#if: {{#var:attack4Type}} | +{{#var:attack4AP}}*{{#var:attack4SelectionChance}} }} | ||
+ | {{#if: {{#var:attack5Type}} | +{{#var:attack5AP}}*{{#var:attack5SelectionChance}} }} | ||
+ | {{#if: {{#var:attack6Type}} | +{{#var:attack6AP}}*{{#var:attack6SelectionChance}} }} round 2}} | ||
}}<!-- | }}<!-- | ||
− | RETURNED VALUE | + | 3. RETURNED VALUE |
-->{{#var:trueDPS}}</includeonly><noinclude> | -->{{#var:trueDPS}}</includeonly><noinclude> | ||
{{Recode|reason = Update to allow for adding weapon verb sets to pawn verb sets}} | {{Recode|reason = Update to allow for adding weapon verb sets to pawn verb sets}} | ||
{{Documentation}} | {{Documentation}} | ||
</noinclude> | </noinclude> |
Revision as of 21:08, 19 April 2023
This page has been suggested for recoding. Reason: Update to allow for adding weapon verb sets to pawn verb sets. You can help RimWorld Wiki by improving it. |
Summary
Returns the true DPS of a melee weapon or animal i.e. the DPS taking into account the melee verb system introduced in Version/1.1.2610. This value often disagrees with the listed melee DPS in-game but better represents the reality in most cases.
Parameters
The template takes up to tvelve parameters. All of them are optional.
- A weapon or a pawn. If absent,
{{PAGENAME}}
will be used. - If 1) is a stuffable weapon: The material the weapon is made out of. If absent, the template will assume multipliers of 1 for all stats.
- If 1) is a weapon with quality: The weapons quality. If absent, the template will assume multipliers of 1 for all stats.
- If 1) is a weapon: the pawn that wields it. If absent, the template will asume that no pawn wields the weapon.
- If 4) is present: The artificial body part that replaces the body part of the pawns first attack, or that provides an additional attack. Provide
false
if the body part is missing without replacement. - If 4) is present and pawn has at least 1 attacks: The artificial body part that replaces the body part of the pawns second attack, or that provides an additional attack. Provide
false
if the body part is missing without replacement. - If 4) is present and pawn has at least 2 attacks: The artificial body part that replaces the body part of the pawns third attack, or that provides an additional attack. Provide
false
if the body part is missing without replacement. - If 4) is present and pawn has at least 3 attacks: The artificial body part that replaces the body part of the pawns fourth attack, or that provides an additional attack. Provide
false
if the body part is missing without replacement. - If 4) is present and pawn has at least 4 attacks: The artificial body part that replaces the body part of the pawns fifth attack, or that provides an additional attack. Provide
false
if the body part is missing without replacement. - If 4) is present and pawn has at least 5 attacks: The artificial body part that replaces the body part of the pawns sixth attack, or that provides an additional attack. Provide
false
if the body part is missing without replacement. - If 4) is present and pawn has at least 6 attacks: The artificial body part that provides an additional attack.
- If 4) and 11) is present: The artificial body part that provides an additional attack.
In short:
{{True Melee DPS Calculator|<weapon/pawn>|<material>|<quality>|<pawn>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part>|<artificial body part>}}
Examples
Non-stuffable weapon without quality
A persona zeushammer:
{{True Melee DPS Calculator|Persona zeushammer}}
Has a true DPS of: 13.17
Stuffable weapon with quality
A longsword, made out of plasteel with a legendary quality:
{{True Melee DPS Calculator|Longsword|plasteel|Legendary}}
Has a true DPS of: 17.68
Pawn with no weapon
A grizzly bear:
{{True Melee DPS Calculator|Grizzly bear}}
Has a true DPS of: 8.67
Pawn with a weapon
A human with a left archotech arm, no teeth and an elbow blade wielding an ikwa, made out of plasteel of masterwork quality:
{{True Melee DPS Calculator|Ikwa|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade}}
Has a true DPS of: 13.05
Calling additional variables
The template defines a lot of useful variables that can be called. Below you can see a full table of them. This also means we can retrace the calculations step by step.
This example is for a human with an archotech left arm, an elbow blade at the right arm, two knee spikes and no teeth wielding a masterwork plasteel longsword.
{{True Melee DPS Calculator|Longsword|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade|Knee spike|Knee spike}} {| class="wikitable" ! Attack Source !! Part name (artificial body part) !! Attack Type !! Damage !! AP !! Cooldown !! Weight !! Category !! Selection chance !! weighted Damage !! weighted Cooldown !! weighted AP |- ! rowspan="4" | {{#var:weapon|''<weapon>''}}{{#if: {{#var:material}}{{#var:quality}} | <br/>({{#var:material}} {{#var:quality}}) }} | {{Q|{{#var:weapon}}|Attack 1 Part}} || {{#var:attack1Type}} || {{#var:attack1Damage}} || {{#var:attack1AP}} || {{#var:attack1Cooldown}} || {{#var: attack1InitialSelectionWeight}} || {{#var:attack1SelectionCategory}} || {{#var:attack1SelectionChance}} |{{#var:attack1WeightedDamage}} || {{#var:attack1WeightedCooldown}} || {{#var:attack1WeightedAP}} |- | {{Q|{{#var:weapon}}|Attack 2 Part}} || {{#var:attack2Type}} || {{#var:attack2Damage}} || {{#var:attack2AP}} || {{#var:attack2Cooldown}} || {{#var: attack2InitialSelectionWeight}} || {{#var:attack2SelectionCategory}} || {{#var:attack2SelectionChance}} | {{#var:attack2WeightedDamage}} || {{#var:attack2WeightedCooldown}} || {{#var:attack2WeightedAP}} |- | {{Q|{{#var:weapon}}|Attack 3 Part}} || {{#var:attack3Type}} || {{#var:attack3Damage}} || {{#var:attack3AP}} || {{#var:attack3Cooldown}} || {{#var: attack3InitialSelectionWeight}} || {{#var:attack3SelectionCategory}} || {{#var:attack3SelectionChance}} | {{#var:attack3WeightedDamage}} || {{#var:attack3WeightedCooldown}} || {{#var:attack3WeightedAP}} |- | {{Q|{{#var:weapon}}|Attack 4 Part}} || {{#var:attack4Type}} || {{#var:attack4Damage}} || {{#var:attack4AP}} || {{#var:attack4Cooldown}} || {{#var: attack4InitialSelectionWeight}} || {{#var:attack4SelectionCategory}} || {{#var:attack4SelectionChance}} | {{#var:attack4WeightedDamage}} || {{#var:attack4WeightedCooldown}} || {{#var:attack4WeightedAP}} |- ! rowspan="8" | {{#var:pawn|''<pawn>''}} | {{#if:{{#var:5}}|{{Q|{{#var:5}}|Attack 1 Part}} ({{#var:5}})|{{Q|{{#var:pawn}}|Attack 1 Part}} }} | {{#var:attack5Type}} || {{#var:attack5Damage}} || {{#var:attack5AP}} || {{#var:attack5Cooldown}} || {{#var: attack5InitialSelectionWeight}} || {{#var:attack5SelectionCategory}} || {{#var:attack5SelectionChance}} | {{#var:attack5WeightedDamage}} || {{#var:attack5WeightedCooldown}} || {{#var:attack5WeightedAP}} |- | {{#if:{{#var:6}}|{{Q|{{#var:6}}|Attack 1 Part}} ({{#var:6}})|{{Q|{{#var:pawn}}|Attack 2 Part}} }} | {{#var:attack6Type}} || {{#var:attack6Damage}} || {{#var:attack6AP}} || {{#var:attack6Cooldown}} || {{#var: attack6InitialSelectionWeight}} || {{#var:attack6SelectionCategory}} || {{#var:attack6SelectionChance}} | {{#var:attack6WeightedDamage}} || {{#var:attack6WeightedCooldown}} || {{#var:attack6WeightedAP}} |- | {{#if:{{#var:7}}|{{Q|{{#var:7}}|Attack 1 Part}} ({{#var:7}})|{{Q|{{#var:pawn}}|Attack 3 Part}} }} | {{#var:attack7Type}} || {{#var:attack7Damage}} || {{#var:attack7AP}} || {{#var:attack7Cooldown}} || {{#var: attack7InitialSelectionWeight}} || {{#var:attack7SelectionCategory}} || {{#var:attack7SelectionChance}} | {{#var:attack7WeightedDamage}} || {{#var:attack7WeightedCooldown}} || {{#var:attack7WeightedAP}} |- | {{#if:{{#var:8}}|{{Q|{{#var:8}}|Attack 1 Part}} ({{#var:8}})|{{Q|{{#var:pawn}}|Attack 4 Part}} }} | {{#var:attack8Type}} || {{#var:attack8Damage}} || {{#var:attack8AP}} || {{#var:attack8Cooldown}} || {{#var: attack8InitialSelectionWeight}} || {{#var:attack8SelectionCategory}} || {{#var:attack8SelectionChance}} | {{#var:attack8WeightedDamage}} || {{#var:attack8WeightedCooldown}} || {{#var:attack8WeightedAP}} |- | {{#if:{{#var:9}}|{{Q|{{#var:9}}|Attack 1 Part}} ({{#var:9}})|{{Q|{{#var:pawn}}|Attack 5 Part}} }} | {{#var:attack9Type}} || {{#var:attack9Damage}} || {{#var:attack9AP}} || {{#var:attack9Cooldown}} || {{#var: attack9InitialSelectionWeight}} || {{#var:attack9SelectionCategory}} || {{#var:attack9SelectionChance}} | {{#var:attack9WeightedDamage}} || {{#var:attack9WeightedCooldown}} || {{#var:attack9WeightedAP}} |- | {{#if:{{#var:10}}|{{Q|{{#var:10}}|Attack 1 Part}} ({{#var:10}})|{{Q|{{#var:pawn}}|Attack 6 Part}} }} | {{#var:attack10Type}} || {{#var:attack10Damage}} || {{#var:attack10AP}} || {{#var:attack10Cooldown}} || {{#var: attack10InitialSelectionWeight}} || {{#var:attack10SelectionCategory}} || {{#var:attack10SelectionChance}} | {{#var:attack10WeightedDamage}} || {{#var:attack10WeightedCooldown}} || {{#var:attack10WeightedAP}} |- | {{#if:{{#var:11}}|{{Q|{{#var:11}}|Attack 1 Part}} ({{#var:11}}) }} | {{#var:attack11Type}} || {{#var:attack11Damage}} || {{#var:attack11AP}} || {{#var:attack11Cooldown}} || {{#var: attack11InitialSelectionWeight}} || {{#var:attack11SelectionCategory}} || {{#var:attack11SelectionChance}} | {{#var:attack11WeightedDamage}} || {{#var:attack11WeightedCooldown}} || {{#var:attack11WeightedAP}} |- | {{#if:{{#var:12}}|{{Q|{{#var:12}}|Attack 1 Part}} ({{#var:12}}) }} | {{#var:attack12Type}} || {{#var:attack12Damage}} || {{#var:attack12AP}} || {{#var:attack12Cooldown}} || {{#var: attack12InitialSelectionWeight}} || {{#var:attack12SelectionCategory}} || {{#var:attack12SelectionChance}} | {{#var:attack12WeightedDamage}} || {{#var:attack12WeightedCooldown}} || {{#var:attack12WeightedAP}} |- ! colspan="9" rowspan="2" | SUM: ! {{#var:weightedDamageTotal}} ! {{#var:weightedTimeTotal}} ! rowspan="2" | {{#var:trueAP}} ''(True AP)'' |- ! colspan="2" | {{#var:trueDPS}} ''(True DPS)'' |}
15.54
Attack Source | Part name (artificial body part) | Attack Type | Damage | AP | Cooldown | Weight | Category | Selection chance | weighted Damage | weighted Cooldown | weighted AP |
---|---|---|---|---|---|---|---|---|---|---|---|
<weapon> (Plasteel ) |
Poke | 11.745 | 16.965 | (2*0.8) | 8.6 | mid | 0.25 | ||||
Stab | 36.685 | 54.23 | (2.6*0.8) | 27.2 | best | 0.375 | |||||
Cut | 36.685 | 54.23 | (2.6*0.8) | 27.2 | best | 0.375 | |||||
<pawn> | |||||||||||
SUM: | 30.45 | 1.96 | 44.91 (True AP) | ||||||||
15.54 (True DPS) |
Warning to editors
The encouragement above to reuse variables defined by this template means that you need to be extremely careful when changing names of variables or their definitions, since it might affect other templates as well.
Namely Template:Weapon Stats Table/Melee reuses the following variables defined in this template:
* {{#var:trueAP}} * {{#var:attack1AP}}, {{#var:attack2AP}}, {{#var:attack3AP}}, {{#var:attack4AP}} * {{#var:attack1Cooldown}}, {{#var:attack2Cooldown}}, {{#var:attack3Cooldown}}, {{#var:attack4Cooldown}} * {{#var:attack1Damage}}, {{#var:attack2Damage}}, {{#var:attack3Damage}}, {{#var:attack4Damage}} * {{#var:attack1SelectionChance}}, {{#var:attack2SelectionChance}}, {{#var:attack3SelectionChance}}, {{#var:attack4SelectionChance}}
The above documentation is transcluded from Template:True Melee DPS Calculator/doc. (edit | history) Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages. Please add categories to the /doc subpage. Subpages of this template. |