StarDrive 2

StarDrive 2

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Stardrive 2 DPS Calculator v2.2
By perry_stam
This Guide has been made to provide insight on Damage per second per weapon type,
it will also provide an configurator to see Total DPS on ship setup.

Version 2.2 posted on 28/06

Link (post 27/06 will stay for 7 days):
http://we.tl/WwsfvKkuuG



Credit to fishbone :
I used a lot of material from the DPS excel file from fishbone and added loads more,
thanks fishbone.
   
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Tabs
Tab 1 : Graphic DPS = Presentation of DPS and DPS per tile
Tab 2 : Configurator = Ship Configurator with weapon select and impact on total amount DPS
Tab 3 : DPS = Original Data for calculation
Tab 4 : Mod = Modules selection (also part of Graphic DPS)
Tab 5: Shields and Armor chart, by weight as well as by tiles.
Tab 6: Ship size chart
Tab 7: Ship Role chart


Change Log
Change log :
Date Version Change
20-06-15 2.1 Corrected error on Cooldown time
20-06-15 2.1 Corrected Ordnance usage to 20% rather then 25%
20-06-15 2.1 Corrected Ordnance per sec. (x shots per salvo)
21-06-15 2.1 Dubbeld power usage when Deathray usages Particle Capacitators
23-06-15 2.1 Removed effect Mod C4 on pwer usage (error)
24-06-15 2.1 Corrected power usage calculation Beam weapons to include Power per shot correctly
28-05-15 2.2 Corrected Beam Weapons Cooldown timer to start when beam starts
28-05-15 2.2 Corrected Beam Weapons Power usage to reflect Cooldown timer to start when beam starts
12 Comments
Shades 19 Nov, 2019 @ 5:18am 
Seems nice, but since the weapons are used for different functions and are not always useable in all situations, the DPS is secondary value at best.
Arakus 17 Mar, 2016 @ 1:50am 
Is a dead mod!
OSNK 12 Mar, 2016 @ 4:15pm 
link no longer works.
tom++ 9 Aug, 2015 @ 2:41pm 
Can you please add a link again?
perry_stam  [author] 27 Jun, 2015 @ 4:13pm 
It is not really clear from the "moldule header" file as it states "shotperfirebase" and then something like 0.1, but i do think you are right as it does not state a start point after this beam duration. Ill change the file calcalations and post an new version.
itsYiyas 27 Jun, 2015 @ 2:13pm 
They have a refire rate of 10 seconds, which I am sure begins straight away. If you use the Particle Capacitors (x0.5% cooldown on beam) then it'll fire constantly with a very small overlap. This is the same with salvo weapons, as told by the notes in the weapon xmls.
perry_stam  [author] 27 Jun, 2015 @ 1:52pm 
By the way, i posted an new file which corrected some errors on pwr. consumption (check version log in excel)
perry_stam  [author] 27 Jun, 2015 @ 1:51pm 
itsYiyas, the beams if im correct will beam for 5 sec. then do an pauze of 10 sec. which will give you 600 damage * 5 (sec) / ( 5 (sec) + cooldown (sec) ). this is 3000 (damage in 5 sec) / 15 (sec. beam time + cooldown) = 200 (continues damage inc. cooldown)
itsYiyas 24 Jun, 2015 @ 1:41pm 
Also I'm looking at this - surely phasor should do more damage? 600 damage, 5 seconds, 10 second cooldown = 600*1.25*5/10/0.75 = 500. Looking at the file in Module Headers, not sure if I'm missing something. Never mind power density and advanced power density for all energy cannons.
itsYiyas 24 Jun, 2015 @ 12:52pm 
Swarm missiles are 8 shots are they not? I don't know if my modded version is different like that though.