05102008, 03:53 PM  #1 
Alpha Male of Wc3c
Official Map Reviewer

Calculating a unit's DPS
I think I'm doing this right, so please correct me if I'm wrong. Also let me know if I'm calculating the damage w/ dice incorrectly. I have a feeling what I'm doing is wrong, so let me know if this:
__________________Damage / Cooldown = DPS would be the proper method. I'll use 4 examples. Unit A: 1.25 attack cooldown, 18 base damage, 2 dice with 3 sides. Damage: 2026. Calculation: Multiply the min/max attack damage by .25 (it's over 1) and subtract it from each, respectively. Becomes: 1519.5 Unit B: .75 attack cooldown, 12 base damage, 1 dice with 5 sides. Damage: 1318. Calculation: Multiply the min/max damage by .25 (how much it's under 1) and add to each, respectively. Becomes: 16.2522.5 (I think this one is completely wrong) Unit C: 2.6 cooldown, 40 base damage, 3 dice with 3 sides. Damage: 4352. Calculation: Divide each by 1.6 (it's at least a full second over 1) and subtract respectively. Becomes: 16.12519.5 Unit D 1 cooldown, 34 base damage, 3 dice with 2 sides. Damage: 3743. Calculation: None (it's 1 second) Becomes: 3743 DPS Sorry if my calculations are completely wrong. I was just guessing, really. Unit C's calculation looks completely off, so any help would be great. 
Sponsored Links  Login to hide this ad! 

05102008, 04:04 PM  #2 
Galaxy Scripter

DPS range is
__________________(Lower DPS / Cooldown)  (Higher DPS / Cooldown) I dont care if its a decimal or a fraction or whatever. Unit A = (20/1.25)  (26/1.25) = 16  20.8 (you multiply by .8 becauses the recipricol is 1/1.25 = 8) B = (13/.75)  (18/.75) = 17.333333333333333333333333333333  24 (multiply by the recipricol... again) C = (43/2.6 (not 1.6))  (52/2.6) = 16.538461538461538461538461538462  20 D = same Don't play with the numbers, just keep them as is. Last edited by TheSecretArts : 05102008 at 04:11 PM. 
05102008, 04:14 PM  #3 
Alpha Male of Wc3c
Official Map Reviewer

Ooohh, thanks. +rep
__________________ 
05102008, 04:34 PM  #4 
BuranX

imo DPS =
__________________attack interval MUST BE NOT 0 ! ((min+max dmg) / attack interval)/2 O_o ? so... in fact (according to this formula ("my")) 46 dmg = ((4+6)/1)/2 = 5 imo it's obvious. 
05102008, 05:28 PM  #5 
Alpha Male of Wc3c
Official Map Reviewer

Uhh... Toad, that's finding the average. And that's not really DPS anyways. SecretArts has the right formula.
__________________ 
05102008, 05:48 PM  #6 
Obscurity, the Art

Wulf, TC has the right idea though. Damage per second should be a single weighted average value, not a range. His method is how it should be done, and TSA's is sketchy at best.
__________________Code:
[(Min+Max)/Cooldown]/2 [(4+6)/1.25]/2 = 4 DPS Let's take one of your examples and see what we can concoct. [(20+26)/1.25]/2 = 18.4 DPS That should make perfect sense, your DPS goes down by a weighted factor of your attack speed. What you could do to test this is just have a damage tracker in your map and see what the thing spits out. In the trigger, you'd actually calculate the damage per second a very similar way. Code:
(Damage dealt to current time)/(Current time  Start time) 
05102008, 06:45 PM  #7 
Alpha Male of Wc3c
Official Map Reviewer

Ohh, I see what TC was doing now (I didn't realize he was getting the average of the two). I can do that no problem.
__________________ 
11132009, 01:17 AM  #8 
User
Join Date: Jun 2009
Posts: 23

Hi,
I also want to know how we calculate the dps of a unit  a tower like in TD maps. I'm totaly new with all the modding, world editor etc... I'm just learning... The answer given in this threat are "too" obvious for me, and i wanted to ask if the following unit fiels play a role in the calculation: Combat  Attack x  Cooldown Time (Real) Combat  Attack x  Damage Base (Integer) Combat  Attack x  Damage Number of Dice (Integer) Combat  Attack x  Damage Sides per Die (Integer) Combat  Attack x  Animation Backswing Point (Real) Combat  Attack x  Animation Damage Point (Real) Combat  Acquisition Range (Real) *Combat  Attack x  Projectile Arc (Real) Combat  Attack x  Projectile Speed (Integer) Combat  Attack x  Range (Integer) Combat  Attack x  Range Motion Buffer (Real) *Art  Projectile Impact  Z (Real) *Art  Projectile Impact  Z (Swimming) (Real) *Art  Projectile Launch  X (Real) *Art  Projectile Launch  Y (Real) *Art  Projectile Launch  Z (Real) *Art  Projectile Launch  Z (Swimming) (Real) CASE 1 Lets say the unit is in sight of the tower and doesnt move, furthemore we dont count the initial hit. How does :Combat  Attack x  Animation Backswing Point and Combat  Attack x  Animation Damage Point affect the DPS? a) it doesnt influence the cooldown at all thus the DPS is still what has been said in the previous posts (DPS = (Damage Base + 1/2 * Damage Number of Dice * (1+ Damage Sides per Die) / Cooldown Time) b) cooldown = Combat  Attack x  Cooldown Time + Combat  Attack x  Animation Backswing Point + Combat  Attack x  Animation Damage Point c) cooldown = max[Combat  Attack x  Cooldown Time , Combat  Attack x  Animation Backswing Point + Combat  Attack x  Animation Damage Point] c) cooldown = min[Combat  Attack x  Cooldown Time , Combat  Attack x  Animation Backswing Point + Combat  Attack x  Animation Damage Point] CASE 2 Now to make things more complicate and more realistic for TD maps, suppose we have a wave of creeps spawning at point A going to point B and a tower partially protecting the path by shooting a those creeps. There is no spash or special effects. The interval between 2 creeps is x second and each creep take y second to cross the guarded path. How do we calculate the DPS _' ? I suppose the range fields determines when and how long a creep enter/stay in the guarded path. We must take into account that the tower switches targets => we must now take into account the first shoot, thus : the distance between the creep and the tower & Combat  Attack x  Projectile Speed (Integer) The distance being calculate with all the files with[*] To count the DPS in this case we must calculate how many times the tower switches target in average and take into account the first hit delay ? If i do that, and i dont take into account the first creep entering the range, the tower will switch from creep to creep every x sec. The tower first shot will take n sec to reach the creep (n is calculate by knowing the distance and projectile speed) then the previous DPS (the dps from case 1) applies during the (xn) seconds before the tower change target. Thus the new DPS is in this case ((xn)*DPS)/x Am i right or is this totally wrong? 
11132009, 02:38 AM  #9 
I never say Ni

Combat  Attack x  Cooldown Time (Real)
__________________Combat  Attack x  Damage Base (Integer) Combat  Attack x  Damage Number of Dice (Integer) Combat  Attack x  Damage Sides per Die (Integer) The above values have all been gone over in just about every post on this thread. Combat  Attack x  Range Motion Buffer (Real) *Art  Projectile Impact  Z (Real) *Art  Projectile Impact  Z (Swimming) (Real) *Art  Projectile Launch  X (Real) *Art  Projectile Launch  Y (Real) *Art  Projectile Launch  Z (Real) *Art  Projectile Launch  Z (Swimming) (Real) Most of the above just have to do with on what point of the model the projectiles are launched from, and would really have nothing to do with the actual dps, unless they are launched from a position much further away from the tower, in which the concerns would be more easily approached by looking at things such as projectile speed and attack range. Attack Range would most certainly effect the damage a tower is able to contribute to a maze, this would be due to the amount of time it could damage targets. This contribution could vary greatly depending on how the map is laid out, if the tower was placed on an inner corner, outer corner, or middle lane. Also, how far apart the units are from the tower and for how many seconds the tower could attack units would effect the amount of time a tower's range could allow it to damage units, and the target's movement speed would effect this as well. Acquisition range is essentially the same thing as attack range, and only really matters for mobile units that have a shorter attack range than an acquisition range. However, if a unit's acquisition range is lower than their attack range, the unit's attack range will become their acquisition range. This is only really useful for making creeps ignore you unless you come within melee range, almost duplicating the "yellow" aggravation type of WoW creeps, though units modified in this way will still call for help when attacked. Projectile speed could play a role in dps, if the projectile speed is low enough for the tower to keep attacking a unit after it has launched enough projectiles to kill it, essentially lowering it's dps with lower projectile speed values. If the projectile speed is to low for any of the tower's missiles to hit a target before it reaches the end of the maze it's dps would essentially be 0. I don't believe missile arc effects projectile speed at all, only the aesthetics of the missile traveling through the air. I think range motion buffer is how far a unit can move out of the line of fire before receiving half damage from moving out of the way, though I could be wrong here. Attack types of Missile Splash, Missile Line, Artillery, Artillery Line, Missile Bounce all effect dps as well, due to the added bonus that attacks can hit multiple targets. Missile Bounce would be the easiest to calculate in a TD situation, given the bounce radius was high enough to consistently hit another unit, and the bonus damage caused from bouncing projectiles could be easily factored in. Artillery and Splash missiles would depend on the splash radius, as well as how far apart the units are spaced and how many targets on average could be hit with each attack, as well as what damage % the units would take based on the splash damage. Missile and artillery line can hit additional units that the projectile passes to it's destination, though units often target the closest target, and from testing with these attack types I'm suspicious they are a little buggy. Most of these would be hard to find the average value of effects upon damage output to calculate, though abilities such as critical strike, poison damage, and so on would be much easier to immediately add to dps :) 
Thread Tools  Search this Thread 

