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Turian Marksman DPS list and Helpful Info (All weapons +Resurgence Pack + Headshot Dps)


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#1
Manuel La Bor

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(Edit, I've added a crapload of info in here, the dps list is a bit further down - but all the info in here is pretty helpful)
 

This is a DPS list of all non single shot weapons in the game, keep in mind that these raw numbers are just that, raw. In combat you will rarely ever attain 100% dps with a given weapon for more than a second or two at a time. But that is just the nature of combat. 

 This is for fire rate specced marksman - all weapons are assumed level ten - base weapon damage (does not take into account weapon damage boosts from skills or equipment)

I'll show the math with the tempest and headshot math with the viper for those of you who like to poke holes. I'm going off the me3weapons spreadsheet, so a couple of my damage numbers may be off.  Keep in mind the numbers posted for burst fire may be signifcantly different due to burst times. I've heard from numerous sources that headshot damage is a 250% multiplier so I have assumed that as a baseline. I've also started adding dps values for full weapon damage specced turian soldiers (+35% damage) This might take a while so I'll be going section by section

A quick look at armor damage reduction
5 is minimum damage

Armor reduces damage by
15 in bronze
30 in silver
50 in gold
To find a weapons marksman dps vs armor in silver or gold please reference this thread, multiply the damage per bullet by the marksman rounds per second to get marksman dps vs armor. If anyone has difficulties finding dps vs armor or anything else feel free to ask and I'll help you as beast as I am able. 

Example with Tempest - 
 in silver it is reduced to 23.5 damage per bullet  for a dps of 381.875- not amazing but still viable, in gold it does the bare minium of 5 per bullet for a dps of 81.25 - definitely not useful at all vs armor (as it should be for smgs's)


Using armor piercing ammo lvl 2 grants a 20% damage boost and a 65% reduction in the targets DR score. making it + to AP mod lvl V in armor reduction + having enhanced damage. Perfect for SMG's 

(Thanks to the OP of this thread http://social.biowar.../index/10639449)

And now the actual dps numbers.

Smg's

Tempest - My math was a bit off before, I have rectified my mistake.
Base damage is 59.4 @ lvl 10
Fire speed is 650 which is 10.8333~ rounds per second, with marksman (specced for fire rate) on it is 975 rounds per minute which is about 16.25 rounds per second  

59.4 x 18rps = 1069.2 dps with marksman (1069.2*250% headshot bonus = 2673 Headshot Dps, I did the math in full down in the sniper rifle section)
Extended Barrel V - 59.4 X 1.25 = 74.25 X 18rps = 1336.5dps (3341.25)


Shuriken (keep in mind burst fire weapons behave differently with MM)48.3 @ 1650 rpm in MM  48.3 x 27.5 rps = 1328.25 POTENTIAL dps. 3320.625 (Headshot Dps)
EB  - 1660.3125 dps (4150.78 HS dps)

Locust
42.3 @ 550rpm, 825 rpm in MM   42.3 @ 13.75 rps in MM = 581.625 dps in MM (1454.0625 Headshot Dps)
EB -  52.875 X 13.75 = 727dps (1817.5 HS dps)

Hurricane
128.1 @ 900rpm MM - 128.1@ 15rps = 1921.5 (4803.75 Headshot Dps)
EB - 153.75 X 15rps = 2305.8dps  (5764.5 HS dps)

Hornet
67.2 @ 1500rpm MM - 67.2 @ 25rps MM = 1680 potential dps (4200 Headshot Dps)
EB - 84 X 25 = 2100 (5250 HS dps)

Geth Plasma SMG - As with the striker the ramp up is quicker but still knocks the dps down a bit. 
20.1 @ 1200rpm MM - 20.1 @ 20rps MM = 402 dps (1005 Headshot Dps)
EB - 25.125 X 20 502.5

AR's 

Avenger
48.2 @ 750 rpm MM - 48.2 x 12.5rps = 602.5 dps (1506.25 Headshot Dps)

Revenant
79.5 @ 975rom MM -79.5 x 18rps = 1431 dps (3577 Headshot Dps)

Mattock (semi autos only do as much damage as your trigger finger will allow)
117.8 @ 675rpm MM - 117.8 x 11.25 = 1319.0625 potential dps (3297.65625 Headshot Dps)

GPR
30.1 @ 1350rpm MM - 30.1 x 22.5rps = 677.5 dps (1693.125 Headshot Dps)

Phaeston
47.6 @ 900rpm MM - 47.6 x 15rps = 714dps (1785 Headhsot Dps)

Vindicator 
78.0 @ 825rpm MM - 78.0 x 13.75 = 1072.5 potential dps (2681.25 Headshot Dps)

Saber
486.2 @ 120rpm MM - 486.2 @ 2.0rps = 972.4dps  (2188 Headshot Dps)

Falcon - (I have been told that explosive weapons, Falcon, Striker & Scorpion do not benefit from headshot bonuses but incase that isn't the case I'll leave them up.)
349.0 @ 187.5rpm MM - 349.0 @ 3.1rps = 1081.9dps (2704.75 Headshot Dps)

Striker - Going off of its max fire rate of 275 for these calculations, the ramp up effect is sped up with marksman but will still lower the dps by a bit - I am not sure how much. 
180.9 @ 412.5rpm MM - 180.9 @ 6.875rps = 1243.6875dps (3108.21875 Headshot Dps)

Pistols


Predator
73.5 @ 750rpm MM - 73.5 @ 12.5rps = 918.75dps (2296.875 Headshot Dps)

Phalanx
143.5 @ 375rpm MM - 143.5 @ 6.25rps = 896.875dps (2242.1875 Headshot Dps)

Carnifex
345.1 @ 150rpm MM - 345.1 @ 2.5rps =  862.75dps  (2156.875 Headshot Dps)

Paladin
531.1 @ 150rpm MM - 531.1 @ 2.5rps =  1327.75dps  (3319.375 Headshot Dps)

Eagle
83.8 @ 600rpm MM - 83.8 @ 10rps = 838dps  (2095 Headshot Dps)

Talon (sawed off shotgun)
702.6 @ 112.5rpm MM - 702.6 @ 1.875rps = 1317.375dps (3293.4395 Headshot Dps)

Arc Pistol (uncharged)
87.7 @ 825rpm MM - 87.7 @ 13.75rps = 1205.875dps (3014.6875 Headshot Damage)

Sniper Rifles (Wont include bolt actions as they do not benefit whatsoever from MM)

Viper
286.7 @ 105rpm MM - 286.7 @ 1.75rps = 501.725dps

Viper Headshot dps - This is to show the math. 
716.75 @ 105rpm MM - 716.75 @ 1.75rps = `1254.3125dps

Indra
78.2 @ 750rpm MM - 78.2 @ 12.5rps = 977.5dps (2443.75 headshot dps)

Incisor
93.3 @ 675rpm MM - 93.3 @ 11.25rps =  1049.625dps (2624Headshot Dps)

Raptor
97.7 @ 825rpm MM - 97.7 @ 13.75rps = 1343.375 (3358.4375 Headshot Dps)

Black Widow
642.6 @ 90rpm MM - 642.6 @ 1.5rps =  963.9dps (2409.75 Headshot Dps)

Valiant
396.5 @ 150rpm MM - 396.5 @ 2.5rps = 991.25dps (2478.125 Headshot Dps)

Shotguns (with MM, all the pellets fire in a pattern the size of a single slug, Also I might have read the spreadsheet wrong in relation to the Graal and GPS - I am unsure about their uncharged damage and therefore unsure about their dps as a whole)

Katana
481.6 @ 90 - 481.6 @ 1.5rps = 722.4dps (1806 Headshot Dps)

Eviserator
645.6 @ 72 -645.6 @ 1.2rps = 774.72 (1936.8 headshot dps)

Scimitar
353.6 @ 150 - 353.6 @ 2.5rps = 884dps (2210 Headshot Dps)

Disciple
462.4 @ 112.5 - 462.4 @ 1.875rps = 867dps (2167.5 Headshot Dps)

Wraith
1022.4 @ 72 - 1022.4 @ 1.2rps = 1226.88dps (3067.2 Headshot Dps)

Crusaider
608.3 @ 120 - 608.3 @ 2rps = 1216.6dps (3041.5 Headshot Dps)

Claymore (this is for headshots since it has no benefits from marksman speed bonus.)
1648 x2.5 = 4120 Headshot damage. 

GPS (Uncharged)
892.7 @ 90 - 892.7 @ 1.5rps = 1339.05dps (GPS does not score headshots)

Geth Plasma Shotgun Notes(again, peddroelmz):
- Fully charged shots do listed weapon damage (100% for shot 1, 30% for the other 2 )
- visually fires 3 projectiles 
- fully charged shots do listed weapon damage (100% for shot 1, 30% for the other 2 )
- Ammo power damage applies only to the first shot
- Ingores armor DR
- Cannot score head shots
- Ignores shield gating mechanic
- GPS gets continuous damage increase (up to max damage at full charge) as you hold the fire button down. Snap shots (minimum fire button hold down) have a ~ 0.45 % modifier (as you hold the fire button down the weapon charges - at full charge that modifier reaches maximum value 1 , releasing the fire button before fully charged will do partially charged damage (between snap shot damage and fully charged damage)

Graal Spike Thrower (Uncharged)
600 @ 120 - 600 @ 2rps = 1200dps (3000 Headshot Dps)
Graal Notes (thanks to peddroelmz):
[color=rgb(170, 170, 170)">-Graal appears to do damage over time for 1 sec, unsure if this means that overall it will do double damage. If someone can verify this? ]Confirmed incorrect, uncharged Graal does not do DoT.[/color]
- Graal ignores armor DR
- Graal fires 6 blades
- Graal fully charged shots double base weapon damage (as a consequence they also double ammo power damage)



Some of these weapons look pretty underwhelming - *cough* viper i'm lookin at you... But this fails to factor in the 250% default headshot bonus - makes a all of the semi auto's far more effective.

For example I'll use the viper.
501.375 dps is pretty damn underwhelming for any weapon, but factor in the headshot bonus and you get 1504 headshot dps with MM enabled. Taking a crap gun on paper and actually making it look useful. Compared to the carnifex the damage/dps is still less, but it's advantages of built in scope and higher spare ammo count now make it a viable choice for some people. 

A small trick with marksman

With full auto weapons If you are firing as the MM wears off, you retain the firespeed bonus until you either run dry or pull your finger off the trigger.

 (edited a couple numbers to refelct balance changes, the weapon spreadsheet seems to be a bit out of date)

Cyonan was kind enough to give us an amazing dps list that takes into account the impact of reloading

Well, I didn't account for refire time in my calculations. I can re-do those weapons once we have a solid understanding of how Marksman interacts with min refire time. I also figured out increases based on extended clip or the heat sink for SMGs since that increases dps due to less reloading.
The ranges are the dps values for ranks I - X. Also remember that not every weapon will need reloading before Marksman wears off.

Assault Rifles Base Sustained DPS values, unmodded
Avenger 361.55 - 451.47 DPS
GPR 260.05 - 339.30 DPS Revenant 526.89 - 647.92 DPS
Mattock 538.51 - 630.23 DPS Vindicator 587.60 - 734.50 DPS
Phaeston 368.40 - 448.02 DPS
Falcon 181.48 - 226.85 DPS
Saber 402.62 - 503.24 DPS

Extended Clip V
Avenger 406.59 - 507.71 DPS 12.46% Increase
GPR 325.15 - 424.24 DPS 25.03% Increase
Revenant 654.27 - 804.56 DPS 24.17% Increase
Mattock 682.95 - 854.05 DPS 35.51% Increase
Vindicator 682.24 - 852.80 DPS 16.11% Increase
Phaeston 423.34 - 514.84 DPS 14.91% Increase
Falcon 255.93 - 319.92 DPS 41.03% Increase
Saber 490.14 - 612.64 DPS 21.74% Increase

Pistols Base Sustained DPS values, unmodded
Predator 463.54 - 579.42 DPS
Phalanx 401.80 - 502.25 DPS
Carnifex 423.35 - 529.15 DPS
Paladin 500.37 - 625.50 DPS
Scorpion 425.00 - 531.53 DPS
Talon 570.90 - 713.46 DPS
Arc Pistol 362.24 - 455.04 DPS
Eagle 231.08 - 289.40 DPS

Extended Clip V
Predator 503.48 - 693.35 DPS 19.66% Increase
Phalanx 495.55 - 619.44 DPS 23.33% Increase
Carnifex 501.58 - 626.93 DPS 18.48% Increase
Paladin 630.34 - 787.96 DPS 25.97% Increase
Scorpion 525.28 - 656.60 DPS 23.53% Increase
Talon X 692.00 - 864.80 DPS 21.21% Increase
Arc Pistol 472.61 - 593.68 DPS 30.46% Increase
Eagle 288.32 - 361.08 DPS 24.77% Increase

Shotguns
Katana 397.63 - 497.65 DPS
Eviscerator 360.00 - 449.48 DPS
Scimitar 391.76 - 489.15 DPS
GPS 952.27 - 1190.27 DPS
Disciple 333.36 - 416.16 DPS
Graal 704.00 - 880.00 DPS
Wraith 441.53 - 552.04 DPS
Crusader 400.86 - 501.05 DPS

Sub-Machine Guns Base Sustained DPS values, unmodded
Shuriken 602.00 - 754.29 DPS
Tempest 448.68 - 584.04 DPS
Locust 278.93 - 364.18 DPS
Hornet 812.09 - 1014.39 DPS
Hurricane 579.84 - 724.80 DPS

Extended Clip V
Shuriken 710.08 - 889.71 DPS 17.95% Increase
Tempest 525.40 - 683.91 DPS 17.10% Increase
Locust 326.08 - 425.75 DPS 16.91% Increase
Hornet 998.49 - 1247.22 DPS 22.95% Increase
Hurricane 689.57 - 861.96 DPS 18.92% Increase

Heat Sink V - These are only an average, since the Heat Sink is RNG based.
Shuriken 674.24 - 844.81 DPS 12.00% Increase
Tempest 498.68 - 649.13 DPS 11.14% Increase
Locust 310.53 - 405.44 DPS 11.33% Increase
Hornet 927.30 - 1158.30 DPS 14.19% Increase
Hurricane 652.32 - 815.40 DPS 12.50% Increase

Thermal Clip V + Heat Sink V - These are only an average, since the Heat Sink is RNG based.
Shuriken 763.84 - 957.07 DPS 26.88% Increase
Tempest 562.39 - 732.06 DPS 25.34% Increase
Locust 349.16 - 455.88 DPS 25.18% Increase
Hornet 1094.96 - 1367.73 DPS 34.83% Increase
Hurricane 743.93 - 929.91 DPS 28.30% Increase

Sniper Rifles
Viper 313.51 - 391.82 DPS
Incisor 324.31 - 405.63 DPS
Raptor 579.98 - 724.61 DPS
Black Widow 308.46 - 385.56
DPS Valiant 444.08 - 555.10 DPS

Edit, Added semi auto and burst weapon stats.

Edit, Added shotguns

Edit, added talon, arc pistol, eagle saber and falcon. 

Fixed GPS and Graal Numbers, added notes on both thanks to peddroelmz

Modifié par Manuel La Bor, 18 mai 2012 - 03:11 .


#2
Manuel La Bor

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Bump, the forum is moving fast today

#3
Ponei

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Is turian soldier any good? I have the krogan soldier but none of them seem to be good on gold, or at least not without a good weapon :P
What weapon do you recommend for soldiers on gold?

#4
Manuel La Bor

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Ponei wrote...

Is turian soldier any good? I have the krogan soldier but none of them seem to be good on gold, or at least not without a good weapon :P
What weapon do you recommend for soldiers on gold?


Its good if you are accurate, and are ok with being a dps support character. On gold, The revenant is good but difficult to hit past ten meters. 

#5
Ponei

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I'll give revenant a shot. I've rank II revenant already but never realy used any assault rifles lol

Oh i have turian soldier lol, what i don't have yet is the turian sentinel. Will try a gold run with him.

Modifié par Ponei, 31 mars 2012 - 05:03 .


#6
RaytheIdle

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Use a mattock with AutoHotKey(effectively turning it into an auto weapon). I love the results.

#7
Handheld Biscuit

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It might be worth including semi auto weapons. Damage is damage at the end of the day and semi autos generally have a higher accuracy which makes them more versatile. If you really want to do some work, do the calculations for armor on each difficulty

#8
Manuel La Bor

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Handheld Biscuit wrote...

It might be worth including semi auto weapons. Damage is damage at the end of the day and semi autos generally have a higher accuracy which makes them more versatile. If you really want to do some work, do the calculations for armor on each difficulty


I suppose you are correct. I just figured no one on the xbox is going to be firing most semi autos at their maximum rate for more than a few seconds at a time. I'll get to work on it. I have heard that armor is just a flat damage reduction number, which works well in favor of High powered weapons and badly for low damage weapons. But In silver at least one mag of tempest can kill a brute or two ravagers.

#9
Handheld Biscuit

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Actual values are
15 for bronze
30 for silver
50 for gold

Minimum damage is 5. It would also be worth considering including the AP mod or ap ammo if you include armor reductions, but it creates a lot of work. I would do it myself but im typing this on my phone

#10
Manuel La Bor

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Handheld Biscuit wrote...

Actual values are
15 for bronze
30 for silver
50 for gold

Minimum damage is 5. It would also be worth considering including the AP mod or ap ammo if you include armor reductions, but it creates a lot of work. I would do it myself but im typing this on my phone


Thanks for the numbers, I will look into how much work that might potentially be. But I think it is safe to assume that most fully autos even with max AP mod are less effective than spitwads in gold. 

#11
Manuel La Bor

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Edited OP to show stats for all semi auto, full auto, and burst fire weapons. Bolt actions are not included.

#12
Cyonan

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A Shuriken X's burst dps in Marksman should be 351.72, due to the min refire time not allowing for any faster fire than that.

#13
Manuel La Bor

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Cyonan wrote...

A Shuriken X's burst dps in Marksman should be 351.72, due to the min refire time not allowing for any faster fire than that.


I only posted the rpm dps, I wasn't sure how to calculate the burst dps beccause I don't know how long each burst takes with marksman. But you are correct, I guess my numbers may be a bit misleading.

#14
Klokos

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Scimitar/crusader works well with marksman too .

#15
Manuel La Bor

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Klokos wrote...

Scimitar/crusader works well with marksman too .


I like using em with MM too, but I figured most people would just use a pistol since its about the same. I'll add shotguns I suppose. 

#16
Klokos

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Yay, thank you.

#17
Cyonan

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Manuel La Bor wrote...

Cyonan wrote...

A Shuriken X's burst dps in Marksman should be 351.72, due to the min refire time not allowing for any faster fire than that.


I only posted the rpm dps, I wasn't sure how to calculate the burst dps beccause I don't know how long each burst takes with marksman. But you are correct, I guess my numbers may be a bit misleading.


I just figured out how long it would take to unload the entire clip normally, added in 3 seconds to account for refire(0.5 seconds per burst and you get 6 bursts for a normal clip) , then calculated total damage for the clip and divide by how long it takes to unload the entire clip.

#18
Merkit91

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Ha, Incisor X have the same dps as Black widow X (what are the chances to unlock BW X anyway?). Add to this the fact that turians have bonus to stability (enough to fully negate incisor's recoil, I tested it) and the fact that any dmg reduction from enemy's armor can be almost fully countered by AP mod...
Is Incisor still useless?

#19
Cyonan

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Merkit91 wrote...

Ha, Incisor X have the same dps as Black widow X (what are the chances to unlock BW X anyway?). Add to this the fact that turians have bonus to stability (enough to fully negate incisor's recoil, I tested it) and the fact that any dmg reduction from enemy's armor can be almost fully countered by AP mod...
Is Incisor still useless?


All the Sniper Rifles that Infiltrators love (Widow, Black Widow, Mantis, and Javelin) have abysmal sustained dps. The Mantis is actually the second worst in the game.

It's just made up by the fact that you don't really need more than 1 bullet to break an entire bar of shields/health =P

#20
Manuel La Bor

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Merkit91 wrote...

Ha, Incisor X have the same dps as Black widow X (what are the chances to unlock BW X anyway?). Add to this the fact that turians have bonus to stability (enough to fully negate incisor's recoil, I tested it) and the fact that any dmg reduction from enemy's armor can be almost fully countered by AP mod...
Is Incisor still useless?


Even with the turian's innate stability and firing from cover the recoil on that thing is abysmal. 

#21
Manuel La Bor

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Added shotguns to OP - burst weapons I'm trying to redo to reflect refire times but It's gonna be slow going if I do it all.

#22
Merkit91

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Manuel La Bor wrote...

Merkit91 wrote...

Ha, Incisor X have the same dps as Black widow X (what are the chances to unlock BW X anyway?). Add to this the fact that turians have bonus to stability (enough to fully negate incisor's recoil, I tested it) and the fact that any dmg reduction from enemy's armor can be almost fully countered by AP mod...
Is Incisor still useless?


Even with the turian's innate stability and firing from cover the recoil on that thing is abysmal. 




I have Incisor X and turian veteran gives +45% bonus to stability - recoil isn't so bad even when firing out of cover at long distances. For me, anyway.

#23
Manuel La Bor

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Merkit91 wrote...

Manuel La Bor wrote...

Merkit91 wrote...

Ha, Incisor X have the same dps as Black widow X (what are the chances to unlock BW X anyway?). Add to this the fact that turians have bonus to stability (enough to fully negate incisor's recoil, I tested it) and the fact that any dmg reduction from enemy's armor can be almost fully countered by AP mod...
Is Incisor still useless?


Even with the turian's innate stability and firing from cover the recoil on that thing is abysmal. 




I have Incisor X and turian veteran gives +45% bonus to stability - recoil isn't so bad even when firing out of cover at long distances. For me, anyway.


I might give it another chance, I might of just been having an off day. It is still inferior to the vindicator though.

#24
Manuel La Bor

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Klokos wrote...

Yay, thank you.


Glad I could be of service.

#25
A Wild Snorlax

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Marksman is poor compared to adrenaline rush.