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Dungeoneering DPS


Grimy_Bunyip

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Google Doc

 

This is what the DPS ratings of various melee/range weapons in Dungeoneering are:

Before-1.png

 

This is what the DPS looks like after 5 minutes on excel, balancing weapons strength bonuses.

After-1.png

 

[spoiler=These two graphs mapped to weapon strength are as follows:]chart_3.png

chart_4.png

 

Could do graphs for accuracy ratings of weapons and defense ratings of armors too, but I think you guys get the idea.

 

Range weapons scale very differently from melee weapons.

Melee weapons don't scale consistently.

Example:

If you take a close look, Fractite spear's are better DPS than fractite rapiers, even though pretty much every other tier of rapier outclasses the spear in terms of DPS.

 

Dungeoneering was a step in the right direction with weapon balance.

That being said the weapon balancing of DGS still will remind you of some wild crayon sketch from a 2 year old.

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Wait, can you explain the second graph for me?

He changed the weapon strength bonusus on all weapons to get those graphs, that is, he made the scaling smooth and consistent as opposed to chaotic. It's an 'ideal' weapon balance if you will.

 

Those graphs are quite interesting, it's funny to see the small 'bump' around fractite for example. It also shows that t11 melee is much less of an improvement than t11 range, somehow. I wonder if Jagex ever considered such graphs?

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Is this dps on a raw, 0 defense, infinite lp target? Are the other (acc and def) stats for armors and weapons just as chaotic?

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The first graph has some interesting information in it, however it's very difficult to read. I'd suggest using different pointer marks for different weapons. It would also help tremendously if you mentioned the conditions for the data(most likely against 0 def max hit, t0 berserker agressive mode, but it's hard to know right now). I think you might have screwed up the second graph as it looks too much like a rainbow(and as you said, spear should be superior to rapier at time, which it is not on those graphs. EDIT: sorry, yeah, it was supposed to look like a rainbow, i get your point).

 

What i would really like to see, however, is 2-4 graphs of non-suck dps weapons with typical dg conditions(hooded, t10 berserker, agressive) against a couple more meaningful def max hits(0, 100, 360 would be my suggestions), with weapons with 2 agressive styles mentioned twice for the higher dps graphs. Maybe even include ccs, emp cele and fire?

 

Also, if you are to consider a perfect scaling for the weapons, making a rainbow really isn't the way to go. Weapons like dagger, maul, warhammer, longsword and spear should have some sort of compensation for them too be useful(which, for various reasons, none are, even with consistent scaling).

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People seem to be confused by my use of "DPS rating"

So here's the same exact graphs calculated to weapon strength bonus instead:

chart_3.png

chart_4.png

 

 

The first graph has some interesting information in it, however it's very difficult to read. I'd suggest using different pointer marks for different weapons. It would also help tremendously if you mentioned the conditions for the data(most likely against 0 def max hit, t0 berserker agressive mode, but it's hard to know right now). I think you might have screwed up the second graph as it looks too much like a rainbow(and as you said, spear should be superior to rapier at time, which it is not on those graphs. EDIT: sorry, yeah, it was supposed to look like a rainbow, i get your point).

 

What i would really like to see, however, is 2-4 graphs of non-suck dps weapons with typical dg conditions(hooded, t10 berserker, agressive) against a couple more meaningful def max hits(0, 100, 360 would be my suggestions), with weapons with 2 agressive styles mentioned twice for the higher dps graphs. Maybe even include ccs, emp cele and fire?

 

Also, if you are to consider a perfect scaling for the weapons, making a rainbow really isn't the way to go. Weapons like dagger, maul, warhammer, longsword and spear should have some sort of compensation for them too be useful(which, for various reasons, none are, even with consistent scaling).

if you click the google doc link at the top, you can zoom in, highlight points to see their exact values, etc.

 

as to your second point, they are a function of "DPS rating", which is equal to (Strength bonus + 64)*Attack speed.

This number is independent of strength level. If you multiply DPS rating by strength level, then you approximately get your DPS.

 

The rainbow scaling was chosen for 2 reasons:

Weapons are always strictly proportional to one another.

Rapier is always about 1.2x faster base DPS than 2h.

That way weapon balance logic holds out regardless of weapon tier.

 

Secondly, the shape kinda looks like a rainbow (IE is shaped like a arc, instead of like a wave like Jagex did)

for the following reason:

When you get strength levels, your DPS increases exactly as a factor of:

(New Strength Level + 8)/(Previous Strength Level + 8)

 

With the rainbow shape, when your attack level increases, the DPS increase you get as a result of weapons increases by

((New Attack Level + 8)/(Previous Strength Level + 8))^(4/9)

Previously, if you were at roughly lvl 40-60 attack/strength, the DPS increase from weapons is the steepest.

At around these levels, the benefit you gain from leveling attack is much greater than the relative benefit of leveling attack at say, lvl 99.

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People seem to be confused by my use of "DPS rating"

So here's the same exact graphs calculated to weapon strength bonus instead:

chart_3.png

chart_4.png

 

 

 

Secondly, the shape kinda looks like a rainbow (IE is shaped like a arc, instead of like a wave like Jagex did)

for the following reason:

When you get strength levels, your DPS increases exactly as a factor of:

(New Strength Level + 8)/(Previous Strength Level + 8)

 

With the rainbow shape, when your attack level increases, the DPS increase you get as a result of weapons increases by

((New Attack Level + 8)/(Previous Strength Level + 8))^(4/9)

Previously, if you were at roughly lvl 40-60 attack/strength, the DPS increase from weapons is the steepest.

At around these levels, the benefit you gain from leveling attack is much greater than the relative benefit of leveling attack at say, lvl 99.

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