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Reddit Post:https://www.reddit.com/r/TheFirstDescendant/comments/1eewxh7/compare_and_select_dps_calculator_and_weapon_mod/
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Hey everyone! I've created a Weapon / Descendant Mod Damage Calculator for The First Descendant to help us evaluate mods and understand their exact impact on our overall Damage. This tool aims to remove the guesswork from selecting mods and figuring out the optimal balance of desired stats.
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For example, you can use this tool to determine whether Weak Point Sight or Edging Shot would be a better choice as the 10th mod for your Thunder Cage.
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Feel free to use this spreadsheet to model your desired setups and make informed decisions about which modules to choose. I hope you find it useful! If you spot any errors or have suggestions for improvement, please let me know. Cheers!
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Quickstart Guide:Change Log:
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The main Skill Damage / Weapon DPS Calculator is located in the top left quadrant of the sheet, with a section below it that models the Damage / DPS gain from adding individual mods. Findings are summarised in a table to the right of the Damage / DPS calculator.31/07 - Updated Crit Rate Calculation to cap at 100%
08/08 - Added Descendant Skill Damage Calculator
13/08 - (BUG) Fixed Mod Selection errors with the Sp, Sn, Sh and L No Reload DPS Sheets
15/08 - (LOGIC) Updated how Weak Point Hit Rate affects Mod Evaluation in Mod Selector.
Previous behaviour had WP Hit Rate affect Gold WP column, resulting in Average double counting the reduction.
New 'Average' formula: NonWP% x (1 - WPHitRate) + WP% x WPHitRate
03/09 - (LOGIC) Fixed error in Descendant Bonus SP Calculation, updated to (SP + Bonus SP) x SPBR
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You'll notice several cells highlighted in blue, these are for you to fill out. Enter the 'Base' stats of your weapon to get started. For 'Spec', input the randomly rolled attributes that you can see on the weapon thumbnail or within the Weapon Spec menu (F1 on PC).
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There’s also a 'Weak Point Hit Rate' box, which should be adjusted based on your estimated accuracy at hitting weak points, impacting the DPS formula in a similar way to Crit Rate and Crit Damage.
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When you select mods from the summary table on the right, they are automatically factored into your DPS calculations. Incompatible mods are zeroed out to streamline your selection process.
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If you wish to include mods not listed or custom values beyond the included max level mods, visit the first section in the 'Modelled DPS Gain per Mod' area to add them.
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Verifying Skill Damage or Damage per Shot (Optional):Requested Features:
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To verify Skill Damage or Damage per Shot calculations, use the in-game Laboratory. The ideal target is the Lvl 1 Order of Truth 'Destroyer' enemy, which has no resistance to non-elemental and electric damage types.- Support for more complex Ultimate Weapon Mods such as Mental Focus, Firing Fiesta and Lethal Finish (These mods require dynamic scaling with mag size, or alter weak point modifier to be static. Can be done)
- Add a weapon dropdown selector (all weapon data can be found here: https://open.api.nexon.com/static/tfd/meta/en/weapon.json)
- Add checkboxes for Enzo's Firearm Supply Enhancer (+29% additive crit rate and +15% weak point damage) and Valby's Supply Moisture (+20% additive crit rate) modules.
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Remember to remove variables such as Bonus Firearm Attack (Spec vs an enemy type), Flat Elemental Spec and Elemental Enhancement Mods (the Destroyer enemy has some resistance to Chill, Fire and Toxin, <10%).
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For weapons showing a green number on non-weak point hits, check the Crush/Burst/Pierce checkbox since this enemy is weak to burst damage.
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The 'No Crit or Weak Point', 'Crit Only', 'Weak Point, No Crit', and 'Weak Point and Crit' values can all be validated for any weapon using this method, as can the '+ Elem Enhancement' value, but only for Electric Enhancement Mods against this specific enemy.
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For launchers, remember to test from point-blank range as damage falloff starts immediately.
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