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- เผยแพร่เมื่อ 10 ก.ค. 2024
- No hate against Ryechew, he has done great work, this is just intended to give teh correct formula as well as show the descrepancy he has found. The games damage is not bugged or incorrect, more, the formaula you are using is. Hope this helps.
Great work!
Bro Squad Discord link.
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Ubisoft Connect: Dod-Foamath - เกม
no hate bro. all love. Mafs is hard for humans. So i was saying that people should be using the formula i made for actual DPS. Cause honestly the dps they were using was wrong. But i didnt know why and now i do. Thanks a lot.
I get why Dod was saying your formula was wrong, because you weren't getting the same result as the game showed, but what I'm left curious about is whether their formula is also wrong too? Basically if you went into the shooting range and shot an ad for a full minute, calculated up all the damage you did for that minute, divided that result by 60 to get a DPS value, and in the end it didn't match what was shown in game then I'd think they're displaying an incorrect value. Now I'm not great at math, but I'm thinking that's what your formula was trying to demonstrate without having to go through the motions of what I said previously. Maybe I'm overthinking it because I definitely don't understand why they would (seemingly arbitrarily) deduct a firing interval.
Sorry, their formula is not wrong. The formula they use the same in pretty much every other game I have ever played that has any form of DPS tracking, from WoW, EVE online, Division 2, Warframe, they all use the same formula. I am not sure what you are calculating, but it is not Sustained DPS.
They are using the right Formula. The only part they are doing weird is the removal of the Firing Interval.
Their Formula is correct.
@@MonsieurAuContraire That is just a sustained DPS calculation. You can absolutely match that in game, minus two area, Element and Weakpoint as they do not show. We can, however, calculate that.
What you are suggesting can be done, I would like to say easily, but it isn't, and the result do match what we see in game, except in order to get to the Sustained DPS calc, it takes far longer than a minute. Which is also the next problem, the DPS cal in the game is pretty much Arbitrary, as in order to get to this value, you need to be continually firing for around 12 minutes for it to stablise into the Sustained Area.
If you only calculate it across a minute, you are going to be getting results more inline with Burst DPS.
@@DodRegnbue I follow, and that is a good counterpoint. This is why these discussions aren't so simple, especially with laypeople like myself, as we want to simplify things which wouldn't get the right results either. Thanks for the reply!
For me, I want to know what my "burst dps" as you call it is. Because 99 times out of 100, I will not be able to fire for 12 minutes straight for my damage to average out to what it "should" be. In fact, displaying anything other than this "burst dps" seems asanine. Maybe there's a good reason for it, but as an Ajax player, on an insanely tanky build, there is no situation yet that I've encountered where I get to go 12 minutes (or usually anything more than 60s) just pure dps'ing.
Honestly, with the exception of a few instances (gley) where magazine size doesn't matter, the only damage number I truly care about is the dps of a full magazine of whatever weapon I am firing.
Dod could you please turn the bg music down? It's very distracting when we're trying to focus on the math and formula.
eyyyyy
good stuff
honestly we need vids like this w people checking each others homework on the game and working together to get the real numbers on stuff out and proper calcs out to the community
I can appreciate the work it takes to translate damage calculations. I've played the Division 1 & 2, too many Monster Hunter games, Warframe and now The First Descendant. Thank you for sharing sir. Easy like & sub!
🍿 here we go
great video and this is just like a peer review response such as scientists do something we all can learn from.
Well, the fact 2 people are willing to do the math makes me happy
Great work sir! Your rationale seems spot on, but I believe you made a slight error when you actually did the math at 5:13. You cant subtract a Firing interval from a Firerate, the units don't make sense.
For your specific equation, I think you should be writing in the cell: =18*84/(2.64+18/3-0.33)
So if my interpretation of this is correct, the games dps is accounting for the player holding down the fire button, which requires a "fire interval" to occur first with an empty magazine to initiate auto reload, in the dps formula?
Is this correct or is there another meaning behind subtracting the firerate interval from rpm?
Edit: also it looks like your discord link is broken :(
The weapon shown has a firing interval of 0.33.
0 = Shot 1.
0.33 = Shot 2.
0.66 = Shot 3.
0.99 would be shot 4 but we are no incrouching into the 2nd second of our DPS, and as by name, we are Calculating Damage Per Second.
In short, on this weapon, the game is no calculating DPS, it is calculating Damager per 0.66 seconds. Other wise, the next interval would be at 1.32.
@@DodRegnbueso wouldn't rye's damage formula be correct then if we're talking about actual dps? Since the formula is literally the same as yours, but without subtracting the firerate from RPS? But here we're calculating damage per rps - 1 firing interval, rather than damage per second?
Mistakes happens and nobody is perfect. I just want to know how much damage fully upgraded thundercage does? I saw dps as high as 520K
Absolutely, ask my parents . . . .
I am at 607,775 on Thunder Cage, though the Calc does not factor in Lethal Finish, if I did, I would be around 650K
I show my build here: th-cam.com/video/Hv3piyBhawo/w-d-xo.html&t=
Were you ever involved in creating community spreadsheets for division 2? My team used many of those for speedrunning raids 😅
I believe they are removing one iteration of firing interval because the final shot in the magazine immediately begins the reload interval. This means that the final firing interval is skipped by the reload animation taking priority. Feel free to let me know if you think this is incorrect, but that is the only solution I could think of
Wait, doesnt the Div2 firing range DPS calculator also do that?
Because you can get higher DPS numbers than your gun is actually outputting.
The issue is, the ingame DPS calc is correct.
Ryechew is using the wrong formula, and then the game also adds in some weird subtraction of one Fireing Interval.
The wrong formaula is the bigger issue, the subtracted firing interval is very odd and I would not expect many people to get it.
I hope you don't get hate for this. It is just math. Hope all is well haha good video! Also thanks for getting me my EB lol
People have a weird reaction to being told they are wrong.
He seems like a top tier guy though, so I think he will take it in his stride and just correct it.
@@DodRegnbue th-cam.com/video/BQJ-pJr5ids/w-d-xo.html
Bro. Next time just post your better spreadsheet rather than spending a video critiquing another one. Despite his being wrong it's still the best we got until someone posts a better one.
There can be more than one spreadsheet guy. Destiny has dozens of them.
Is there going to be a sheet for all the guns
You gotta love spreadsheet wars
Not a war. Just trying to help out.
Appreciate the vid. Recommend for talking head content to reduce background music. Very distracting.
Knew you'd come through man - nice
Gave you a sub to try and boost ya
Seen this and was going to suggest it lol can't wait.....
You and Rye do awesome work, thanks.
Now I understand why you needed a new game. You seem like a fish in water. Finally in your element...
I just need to grind out EVERYTHING to test it all though . . . . .
The formulas you two are using are the same. You're just dividing damage done from a mag by how long it takes to unload the mag and reload. This is still overly simplistic because it's still all burst damage. That's pretty much only useful if you're comparing optimized setups in speedkilling (like 30-40s kills and bossing primarily) everything in the game, but actual sustain mods will end up doing more damage over longer fights or with less optimized gear or group composition. The actual dps formula is always damage done in a kill divided by how long the kill took, even if you give it an ideal model e.g. 100% accuracy, no falloff, every shot is weakpoint, etc. That's how it is in every game, and as an example in MMORPGs with thousands of people theorycrafting the best everything, what's best still always depends heavily on kill times as well as other factors, e.g. whether you're in an optimized situation and can get away with pure burst or not.
Dunning Krueger
?
@@DodRegnbue The Dunning-Kruger effect is when someone is too stupid to know that they're stupid.
The music was obnoxious, not the genre, just the volume, it feels like utter soup mixed in with you talking, hard to concentrate sometimes.
Hey Dod, I was wondering if you were going to make it over here Lol. Show 'em what's what brother.
Bruh its a game... mfs making 29 excel spread sheets to kills monsters in a PVE game LOL
Damn Dod, it really surprises and disappoints me when content creators like you, iKia and hutchler have a lot lower followers than y'all should when others with bad info have so many. Been following for a while now and have used so many of your builds as guides for my own. Look forward to what you do with First Descendant.
I mean he simply wrong and Ur right I don't see the issue 😂
No worry man, I think any one with decent understanding of math will agree that his math and explanations are weak and confusing.
You bringing that bs over here too play the game bruh