Difference between revisions of "Template:True Melee DPS Calculator/doc"

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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.  
+
== 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.
  
==Usage==
+
== Parameters ==
The first parameter, if present, will specify which weapon or animal to generate the template for. If absent, <code><nowiki>{{PAGENAME}}</nowiki></code> will be used.
+
The template takes up to tvelve parameters. All of them are optional.
The second parameter, if present, will specify which material to generate the template for. If absent, the template will assume multipliers of 1 for all stats, returning the base values for animals or non-[[stuff]]able weapons such as the [[monosword]], or the equivalent of [[steel]] for stuffed weapons.
+
# A '''weapon''' or a '''pawn'''. If absent, <code><nowiki>{{PAGENAME}}</nowiki></code> will be used.
The third parameter, if present, will specify the [[quality]] of the weapon to generate the template for. If absent, the template will assume multipliers of 1 for all stats, returning the base values for animals or quality-less weapons, or the equivalent of Normal quality for other weapons.
+
# If 1) is a ''[[stuff|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 <code>false</code> 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 <code>false</code> 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 <code>false</code> 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 <code>false</code> 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 <code>false</code> 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 <code>false</code> 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.
  
Additionally, the values may be useful to call if more than just the DPS is useful. Namely:
+
In short:
<pre>
+
<pre>{{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>}}</pre>
{{#var: attack1InitialSelectionWeight}} = Selection weight of Attack 1
+
 
{{#var: attack2InitialSelectionWeight}} = Selection weight of Attack 2
+
== Examples ==
{{#var: attack3InitialSelectionWeight}} = Selection weight of Attack 3
+
=== Non-stuffable weapon without quality ===
{{#var: attack4InitialSelectionWeight}} = Selection weight of Attack 4 
+
A '''persona zeushammer''':
{{#var:attack1SelectionCategory}} = Selection category for Attack 1, out of Worst (0% chance), Mid (25% chance split between all in category), and Best (75% chance split between all in category)
+
 
{{#var:attack2SelectionCategory}} = Selection category for Attack 2, out of Worst (0% chance), Mid (25% chance split between all in category), and Best (75% chance split between all in category)
+
<pre>{{True Melee DPS Calculator|Persona zeushammer}}</pre>
{{#var:attack3SelectionCategory}} = Selection category for Attack 3, out of Worst (0% chance), Mid (25% chance split between all in category), and Best (75% chance split between all in category)
+
 
{{#var:attack4SelectionCategory}} = Selection category for Attack 4, out of Worst (0% chance), Mid (25% chance split between all in category), and Best (75% chance split between all in category)
+
Has a true DPS of: {{True Melee DPS Calculator|Persona zeushammer}}
{{#var:trueDPS}} = The DPS output by the template - only useful for further math.
+
 
{{#var:trueAP}} = The average AP of the weapon, using the outcome of the melee verb system.
+
=== Stuffable weapon with quality ===
</pre>
+
A '''longsword''', made out of '''plasteel''' with a '''legendary''' quality:
 +
 
 +
<pre>{{True Melee DPS Calculator|Longsword|plasteel|Legendary}}</pre>
 +
 
 +
Has a true DPS of: {{True Melee DPS Calculator|Longsword|plasteel|Legendary}}
 +
 
 +
=== Pawn with no weapon ===
 +
A '''grizzly bear''':
 +
 
 +
<pre>{{True Melee DPS Calculator|Grizzly bear}}</pre>
 +
 
 +
Has a true DPS of: {{True Melee DPS Calculator|Grizzly bear}}
 +
 
 +
=== 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:
 +
 
 +
<pre>{{True Melee DPS Calculator|Ikwa|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade}}</pre>
 +
 
 +
Has a true DPS of: {{True Melee DPS Calculator|Ikwa|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade}}
 +
 
 +
== 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.
  
==Examples==
+
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.
===Pawn attacks===
 
 
<pre>
 
<pre>
{{True Melee DPS Calculator| Grizzly bear}}
+
{{True Melee DPS Calculator|Longsword|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade|Knee spike|Knee spike}}
</pre>
 
produces:
 
{{True Melee DPS Calculator| Grizzly bear}}
 
===Stuffed weapons===
 
<pre>
 
{{True Melee DPS Calculator|Longsword|plasteel|Legendary}}
 
</pre>
 
produces:
 
{{True Melee DPS Calculator|Longsword|plasteel|Legendary}}
 
===Calling additional variables===
 
<pre>
 
{{True Melee DPS Calculator|Persona Monosword||Masterwork}}
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Attack Source !! Part name (artificial body part) !! Attack Type !! Damage !! AP !! Cooldown !! Weight !! Category !! Selection chance !! weighted Damage !! weighted Cooldown !! weighted AP
 
|-
 
|-
! Part name !! Weight !! Category
+
! 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:name}}|Attack 1 Part}} || {{#var: attack1InitialSelectionWeight}} || {{#var:attack1SelectionCategory}}
+
| {{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:name}}|Attack 2 Part}} || {{#var: attack2InitialSelectionWeight}} || {{#var:attack2SelectionCategory}}
+
| {{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:name}}|Attack 3 Part}} || {{#var: attack3InitialSelectionWeight}} || {{#var:attack3SelectionCategory}}
+
| {{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}}
 
|-
 
|-
| {{Q|{{#var:name}}|Attack 4 Part}} || {{#var: attack4InitialSelectionWeight}} || {{#var:attack4SelectionCategory}}
+
! 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)''
 
|}
 
|}
True DPS = {{#var:trueDPS}}
 
True AP = {{#var:trueAP}}
 
 
</pre>
 
</pre>
produces:
+
 
{{True Melee DPS Calculator|Persona Monosword||Masterwork}}
+
{{True Melee DPS Calculator|Longsword|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade|Knee spike|Knee spike}}
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Attack Source !! Part name (artificial body part) !! Attack Type !! Damage !! AP !! Cooldown !! Weight !! Category !! Selection chance !! weighted Damage !! weighted Cooldown !! weighted AP
 
|-
 
|-
! Part name !! Weight !! Category
+
! 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:name}}|Attack 1 Part}} || {{#var: attack1InitialSelectionWeight}} || {{#var:attack1SelectionCategory}}
+
| {{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:name}}|Attack 2 Part}} || {{#var: attack2InitialSelectionWeight}} || {{#var:attack2SelectionCategory}}
+
| {{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:name}}|Attack 3 Part}} || {{#var: attack3InitialSelectionWeight}} || {{#var:attack3SelectionCategory}}
+
| {{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}}
 
|-
 
|-
| {{Q|{{#var:name}}|Attack 4 Part}} || {{#var: attack4InitialSelectionWeight}} || {{#var:attack4SelectionCategory}}
+
! 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)''
 
|}
 
|}
True DPS = {{#var:trueDPS}}
+
 
True AP = {{#var:trueAP}}
+
== 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:
 +
<pre>
 +
* {{#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}}
 +
</pre>
 +
 
 +
<includeonly>[[Category:Math templates]]</includeonly>
 +
<noinclude>[[Category:Template documentation]]</noinclude>

Latest revision as of 16:29, 14 November 2023

Summary[edit]

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[edit]

The template takes up to tvelve parameters. All of them are optional.

  1. A weapon or a pawn. If absent, {{PAGENAME}} will be used.
  2. 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.
  3. If 1) is a weapon with quality: The weapons quality. If absent, the template will assume multipliers of 1 for all stats.
  4. If 1) is a weapon: the pawn that wields it. If absent, the template will asume that no pawn wields the weapon.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. If 4) is present and pawn has at least 6 attacks: The artificial body part that provides an additional attack.
  12. 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[edit]

Non-stuffable weapon without quality[edit]

A persona zeushammer:

{{True Melee DPS Calculator|Persona zeushammer}}

Has a true DPS of: 13.17

Stuffable weapon with quality[edit]

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[edit]

A grizzly bear:

{{True Melee DPS Calculator|Grizzly bear}}

Has a true DPS of: 8.67

Pawn with a weapon[edit]

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: 12.98

Calling additional variables[edit]

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)''
|}

15.19

Attack Source Part name (artificial body part) Attack Type Damage AP Cooldown Weight Category Selection chance weighted Damage weighted Cooldown weighted AP
Longsword
(Plasteel Masterwork)
Handle Poke 11.745 16.965 1.6 8.6 mid 0.05 0.58725 0.08 0.84825
Point Stab 36.685 54.23 2.08 27.2 best 0.375 13.756875 0.78 20.33625
Blade Cut 36.685 54.23 2.08 27.2 best 0.375 13.756875 0.78 20.33625
Human Fist (Archotech arm) Blunt 14 21 2 8.5 mid 0.05 0.7 0.1 1.05
RightHand Blunt 8.2 12 2 4.6 worst 0 0 0 0
(false) 0 0 0 0 worst 0 0 0 0
Teeth Bite 8.2 12 2 0.3 worst 0 0 0 0
Blade (Elbow blade) Cut 18 27 2 11.4 mid 0.05 0.9 0.1 1.35
Spike (Knee spike) Stab 22 38 2.6 11.7 mid 0.05 1.1 0.13 1.9
Spike (Knee spike) Stab 22 38 2.6 11.7 mid 0.05 1.1 0.13 1.9
SUM: 31.901 2.1 47.72 (True AP)
15.19 (True DPS)

Warning to editors[edit]

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}}