Do not trust DPS calculation
Posted: 30 May 2012, 09:33
Here is a common pitfall in balancing. In most cases the following equation is false:
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.
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.
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.