Feature Rich DPS Calculator

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Hey guys, Whitesushi here. Recently, a few interesting developments prompted me to make a major update to my DPS calculator on my spreadsheet, them being

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– I took some time to fully test out damage fall-off over range

– u/Camqtr_ made a [post](https://www.reddit.com/r/FORTnITE/comments/ahlfjy/husk_health/) covering husk health values

– I was getting a lot of feedback regarding the “Calc” comparison being tedious to use and confusing when it came to including % damage of elements by default

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As such, the spreadsheet now looks something like [this](https://prnt.sc/mdwjy8) which while retaining the old functions of being able to generate the best possible perks for different weapons by user-defined parameters and sorted through various measurements (DPS/DMG per shot etc), is now able to

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1. Provide “Time To Kill” calculations which is by far the most accurate mean of measuring damage capabilities of a weapon. Since it takes into account husk health, we can find out the exact thresholds for number of shots needed to kill a target, thus resulting in better calculations for reload/fire rate/magazine size and their impact on DPS.
2. Provide comparisons between two weapons. I will explain below how this can be done but generally it’s a lot easier since everything will be on a single tab and the player can select perks through drop-down menus rather than manual entries.

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3. Provide adjustment options for range, translated into tiles at which the player expects to fight at. While the feature on its own does not provide much functionality, it being coupled with and used for comparisons allow players to better gauge the performance capabilities of their weapons over varying distances. Oh and there’s a handy graph to visualize that as well.

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On top of these, I have also added an “instructions” section within the page itself for easy reference if user gets lost on any of the tables. I might add a “FAQ” in the future if there’s enough demand for it/ something is truly confusing about the tab although I would much rather just fix the issue outright rather than providing a work-around. That being said, below we will dive into the “how-to-use” bits which will cover two sections for perk calculations and comparisons separately.

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**How-to-use Perk Calculator**

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Regardless of which function you wish to utilize, you can’t make changes on the spreadsheet itself unless you make a copy. To do so, simply head over to the [“*” tab](http://prntscr.com/mdwseg) found at the bottom of the sheet and clicking on the [direct copy button](http://prntscr.com/mdwsok). Once you have your own personal copy of the sheet, we can get started. For just the perk calculator function, you don’t need to utilize the entire tab.

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[**Here I have an image showing you the only portions you should be concerned with**](http://prntscr.com/mdwttv)

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As you can see, that’s essentially 1/3 of the page and broken down into **5 clearly labeled tables** going top to bottom. To begin, you want to

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1. **Adjust the main parameters**. There are a total of 16 options the player can tweak which I will go into more detail in the one of the later sections below but just know for now that you want to tweak those options as close to your personal experience possible (A.K.A if you think you land 50% of headshots, set HS accuracy to 50%)
2. **Setup the perks**. Luckily for us, the table does it automagically (thanks to u/mbit90) as long as the “auto-select” boxes are ticked. However in the event that they are ticked and yet the table is empty, it simply means I have not yet added the available perks into the “ranged” tab and you will have to manually setup the table according to what perks are available for the weapon (refer to in-game values). Even so, there are drop-down menus to help you with that
3. **Read/skip the weapon/hero stats**. You shouldn’t try to do anything here and it is merely for reference to give you an idea of what the weapon’s base stats are as well as how much stats we are assuming with the hero you picked
4. **Read/tweak the results**. There is a single box here highlighted in red. This box not only lets you choose what parameters to display results in be it DPS, DMG/Shot or DMG/Mag, it also indicates to you what is currently being displayed. For example in [this image](http://prntscr.com/mdwy2e), we are looking at the DMG/Sec values. The rank at the top shows the position a set of perks is when it comes to the indicated parameter while the perks below display the perks to attain that rank. Again referring to the image, it is essentially telling you that the best DPS setup is **crit damage / crit rating / element / crit damage / conditional damage with damage support**. This piece of information is also spelt out at the bottom for convenience
5. Last but not least, **modify the time-to-kill values**…. or not. You don’t really have to change this and in fact the only time you need to is when you are looking at “time to kill” for the parameter in step #4. However, it is strongly recommended that you do that because time to kill is a super accurate way of measuring a weapon’s capabilities

and that’s basically it for the perk calculator section. Technically you can look at the dmg/s & dmg/shot values in the results table but there really isn’t much point because those are simply numbers in a vacuum. However, we will be covering those values in the next section for the comparisons part.

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**How-to-use Comparison Calculator**

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I don’t think I need to attach another image but it basically takes up the whole page. If you look very closely, you will notice that there’s an almost exact replica of the left side table towards the right side of the page. What you want to do is to setup the second table following the same steps as how you setup the first (refer to above section) but keeping values different. For example, a few things you can do is

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– Using the same weapon but tweaking headshot accuracies/ hero loadouts to see how the numbers change

– Using different weapons while tweaking headshot accuracy/ range to reflect how you would usually run those weapons and seeing the numbers change

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Essentially, it is really up to you how you want to use it and which parameters to change. As for the results, simply look at how [these values](http://prntscr.com/mdx5qk) compare up against one another. You can even make use of the graph in the middle if your range values are set to 0 which lets the graph plot all the ranges for you. Last but not least, the spreadsheet still retains the old functionality of the other calculator by letting you input specific perk setups. This can be done by

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1. Toggling “auto-select” off for both weapons in the “possible perks” table
2. Manually selecting the perks on your weapon which you want to compare
3. Looking at the results

Here’s an [image](http://prntscr.com/mdx7dz) showing you an example of how the table might look should you opt to make such a direct comparison.

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**Main Parameters**

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This section is solely for documenting what all the parameters are for so you have something to refer to. That said though, there are also “notes” included in the spreadsheet itself should you mouse over any of the parameters.

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– Item Type : Pretty straightforward, simply choose the category in which the weapon you wish to evaluate belongs to

– Item Rarity : What rarity is the weapon. For example an Equalizer will be “Epic” and it’s counterpart Siegebreaker is “Legendary”

– Select Item : The item drop-down is tailored according to your former inputs. Basically select what the weapon you wish to compare at this point

– Item Level : Level of the weapon currently (max is 50 and min is 1). Do note this is only meaningful if you are making use of the time to kill calculator

– Crystal Path : Is the weapon Obsidian or Shadowshard? If it’s Shadowshard, tick the box

– Perk Rarity : Rarity of the perks on your weapon. You can’t set it for individual perks so it’s just assumed for all

– Element Slot : Is the weapon energy/fire/water/nature OR physical?

– Range : The range you think you are going to fight at, in tiles. Most players tend to fight at 3 tiles range while husks spawn 8 tiles away from the objective

– Hero : Select the hero and his perks will be applied to the final calculations. If your hero doesn’t exist, he likely doesn’t have any perks that buff weapons so just select “none” in that case

– Offense : How much offense are we assuming? Only useful if you are using the time to kill calculator. Max solo offense is 3251 (I think)

– HS Accuracy : How accurate are you with the weapon? I think with most fast firing weapons (7 fire rate and above) , it’s almost impossible to hit above 50%

– Cond. Uptime : How often are you applying conditional effects such as affliction etc. When in doubt, just leave this at 100%

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**Conclusion**

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Well there isn’t really much to conclude so I will leave you guys a reminder instead. So you know how I do a lot of DPS comparisons and sometimes even hero reviews. Fact of the matter is no matter how bad a hero/weapon I review it to be, you should always **try to obtain it** (be it from the event store/event questline). My review should only help you choose if you should level it up and a major reason for this is that the game is still in early access and everything in the game are potentially subject to changes. What’s terrible today might be amazing tomorrow so it’s always good to keep as much items around as possible.

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Alright so there’s that. Hope you guys figure out how to use this calculator and not get too confused and that the new added features help with your min-maxing endeavors. If you have any questions for me, leave it in the comments and I will try to get to them tomorrow when I’m awake.

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**TL;DR Added range, time to kill and comparison functions to my perk calculator**



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6 COMMENTS

  1. Love the range graph. Finally easy to see something non-obvious about Phase shift in raw figures. With your default settings / weapons:

    * 6 Tiles (Urban Assault): 130,000,137,000
    * 3 Tiles (Trailblaster): 218,000,136,000

    Even the suckiest seeming outlander has more power than it seems with guns compared to the best soldiers provided they reduce the range with Phase shift. 6 tiles isn’t particuarly far either.

  2. This must’ve gotten lost in the patch day commotion / flurry of posts, it doesn’t seem like it got much visibility at all.

    Thanks for the extra work for users’ sake sushii, I’ll have to look at this again in the morning.

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