Talk:Damage Calculator/@comment-211.224.53.80-20130819083016/@comment-11753608-20130819144701

Okay. I am gonna be honest. I am having a hard time following you because there seems to be a language barrier. I forgot about the Burston's volley and fixed burst timer. I will add that in. The Acrid DOTs on shields can also be accounted for. Thanks for catching that.

Not sure what you mean by 3

RE: #4 - I am not really that worried about the hits to kill limitation on the DPS calculation. That would assume that you attack every enemy with a full clip and that isn't the case. Any DPS calculation you come up with is going to have some variable you don't account for - in particular the time it take to acquire a new target and start shooting again. "Real DPS" is going to vary significantly from player to player. One player may have better twitch skills. Another player may be better at tapping their mouse button to achieve the highest rate of fire on a semi-automatic weapon. The only way to get a "real DPS" figure is to have a DPS counter that is measuring exactly what you do in game. That isn't gonna happen any time soon and I don't think trying to account for every user variable is worth the time for this tool.

Additionally, I don't believe FPS affects attack rate for guns. The melee weapons have an attack animation that greatly affects their attack rate. This isn't really true for the guns as far as I know. There are animations for the guns but I don't think it is affecting their attack rate in the same way.