Talk:Damage Per Second

See: delay
It is true that you can assume melee delay 60 delay/second. However, it won't work on ranged weapon.
Ranged weapon have higher delay/second than that of melee weapon
--VZX 02:52, 3 July 2006 (PDT)


Seems true. although i cant parse hits at milliseconds, but others have done this before. The ranged w., especially guns are more complicated, theoretically they have the 60 delay, what i have read, but the loading time = + at ammunation is the factor, which doesnt fit there. Noone have parsed the exact shooting timings for diffrent ammunition as i know. And i dont use parse programms. When someone have seen any data feel free to edit this article. This article needed a rewriting. --Golandra 12:48, 29 August 2006 (EDT)


That's not accurate still, someone tested Hellfire + Silver Bullet (delay : 660+240 = 900 total delay) and he's very sure he can fire 2 shots using this macro
/ra <t>
/wait 9
/ra <t>

Assuming we only take the gun delay (660) for total delay computation, then we should expect 1 shot/ 11 seconds
But the test result gave quite a different number--VZX 13:50, 11 November 2006 (EST)


Now, are we sure that the formula is accurate? Admittedly, math is my worst subject, but it seem as if DPS would be better represented as (60 / {Delay}) * {Damage}... --MagicNinjaRobot 4:30, 29 September 2006 I've checked this out with several people now, and all of them agree with me. I'm going to ask my algebra professor for assistance, and if I'm right, half of this article (or at least the numbers) will have to be rewritten >.< --MagicNinjaRobot

Not to mention the grammatical/spelling errors. --Snowknight26 16:10, 2 October 2006 (CST)

The damage representation is fine. DPS is Damage per second. We can write it as
DPS = total damage / total second... (1)

since total second is total delay / 60 delay, then
DPS = total damage / (total delay/ 60 delay)...(2)

then you can put 60 delay on nominator and have total damage multiplied by it
DPS = (total damage x 60 delay) / total delay...(3)

The thing is it's more sensical to express the formula in second represenation rather than the third one

And for your representation, MagicNinjaRobot, it is correct too since the associative properties of multiplication and division
[(DMG rating of weapon) x 60] / (Delay of weapon) == [60 / (Delay)] * (Damage) --VZX 13:50, 11 November 2006 (EST)

This article uses material from the "Talk:Damage_Per_Second" article on FFXIclopedia and is licensed under the CC-BY-SA License.