I use this gadget to measure real unit DPS. It measures the time interval between when a unit first takes damage and when it dies. To test the DPS of a unit I spawn a high health unit for my test unit to attack. The effect of a single missed reload time is averaged away with a long enough test.Common Sense wrote:Damage dealt per second = damage / reloadtime
I have found a few things that mess up DPS. To fight this I keep a DPS page for ZK which is a good idea for all games which want stable balance.
Modifying reloadtime
In short the reload time tag is crazy. Burst related tags probably have a strange effect on DPS as well. Here is an example.
These two damage and reloadtime configurations for the ZK Tremor have the same DPS.
- Reload time = 0.4, Damage = 200
- Reload time = 0.36, Damage = 135
The lesson here is do not modify reloadtime as a DPS nerf without testing it.
Experienced based reloadmult
At some point experience based reloadmult was removed from ZK. At this point I discovered that there can be a large DPS change between a unit with 0 xp and one with 0.001 xp, the latter had up to 40% more DPS.
reloadmult probably compounds the previous issue.
Engine releases
Engine changes can mess with anything.
I should note that I'm fine with them modifying unit balance as long as I can change things gameside to counteract the changes.