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1 | Welcome to Destiny 2: Quantum Damage-ics | ||||||
2 | Game version: 8.2.6 >>> 9.0.0.2 | ||||||
3 | Want to invest in the spreadsheet? Ko-fi | ||||||
4 | Purpose | ||||||
5 | The purpose of this spreadsheet is to showcase the absolute maximization of raw weapon DPS on boss-tier combatants; It serves as a reference of where weapons stand in comparison to other weapons in the context of boss DPS phases. The spreadsheet provides raw values that the user can process to compare DPS or manipulate on their own means to compare damage multipliers. | ||||||
6 | Assumptions Made | ||||||
7 | To make data comparison between weapons more fair: > All weapons are normalized, i.e. the new/featured weapon bonus is removed > All weapons assume the effects of Rally barricade/Lunafactions reload speed boosting to minimize reload speeds to a consistent amount. > All weapons assume Extended Mag (or similar) and Backup Mag (whenever applicable), unless otherwise stated, to keep magazine sizes at a consistent amount. > Changing the magazine capacity may affect the total reserves of a weapon; see the Inventory and Mag Database below for further information. > Note: some weapons may be able to maximize the magazine stat through means other than Backup Mag, see Inventory and Mag Database below. > All legendary weapons exclude perks unless otherwise stated. > All weapons assume depleting the entire magazine before reloading unless otherwise stated. > All weapons assume reloading the instant the final round of the magazine is fired (hitting the reload context button at the same time the final round is fired). > All weapon DPS calculations assume precision hits whenever applicable or unless otherwise stated. > All pellet shotguns DPS calculations assume body shots, unless otherwise stated, to make comparison more realistic. | ||||||
8 | Methods and Calculations | ||||||
9 | Method of DPS calculation: (damage sum of individual attacks) / (time sum of individual attacks) note that this is not (measured total damage) / (measured total time) The total damage over total time is the Average DPS, and will likely be higher if not equal to the Sustained DPS because the time span measured is relatively small. As you increase time (and assume infinite ammo) you will approach the actual Sustained DPS figure. To get a better visual, visit the Equations page and see the graph for DPS as a function of time. All timings are done at 60 fps. | ||||||
10 | Other Notes | ||||||
11 | As you navigate this spreadsheet, take note: > If a cell has a hyperlink, you can double-click on the cell to be able to directly click on the hyperlink. > If you wish to inspect how DPS values were calculated, you can double-click on a cell to see the exact formula. > Some cells make use of custom-defined formulas which are scripted and aren't viewable in read-only mode. > Some of these formulas are defined in the Equations page. > Other formulas may require you to download a copy of this spreasheet and open Extensions -> Apps Script to view them as they are programmed functions. > Color-gradient columns are meant to compare values to other members within the same column. > More green is bettter, within the same respective column (e.g.: more damage or better sustained DPS). > Certain fields may contain a note on them for more information. Expand these notes by dragging the bottom-right corner for better readability. > If you wish to sort everything, see "All Weapons" and its associated page header. > The Weapon Change Log page is to keep track of when weapons were last tested and their respective data points were modified. > Any cells highlighted in red are considered to be outdated/bad/to-be-determined and subject to change. Remember: this spreadsheet is meant to represent frame-perfect DPS scenarios. The data is intended to explore the best potential of weapons on their own and serve as a comparison tool when it comes to choosing your next DPS option. Do not expect to hit the DPS values provided. These values are for ultra-tier (boss) enemies only. They may or may not apply to other-tiered enemies, such as minibosses, champions, majors, and minors. For more context, see this. | ||||||
12 | Contact | ||||||
13 | If you have any questions, comments, concerns, or would simply like to make contributions, you have a few methods of contact: > Google Form: use this Google form if you prefer to stay anonymous or do not want to use Reddit > Private Message: send a private message u/XboxUser123 > Reddit comment (fallback): make a comment on this Reddit post Please let me know of any potential issues, I am a one-man army (with some helpers) and keeping this spreadsheet as accurate as possible is the priority! | ||||||
14 | Definitions | ||||||
15 | Some definitions on words, phrases, and acronyms used: 1-Mag DPS or "True DPS" > The amount of DPS while not considering reloading, or equivalently (if applicable) of a single magazine. > The DPS of a single magazine and the DPS of omitting reloads entirely and focusing solely on damage and fire rate are identical. > Note that some weapons have a unique 1-mag DPS compared to their theoretical "True DPS" counterpart due to how they work (such as Merciless). Sustained DPS > The amount of DPS while also considering reloading. > This is the DPS you would expect to have for DPS phases, assuming you had infinite reserves and infinite time. > Note that this also assumes you hit the reload context as soon as you fire your final round. > If the data entry is for a single magazine, the Sustained DPS and True DPS will be equivalent. > A way to guage the difference between Sustained DPS and True DPS is to look it as minimums and maximums. > Sustained DPS is the minimum DPS expected, while 1-mag or "True DPS" is the maximum DPS expected. Average DPS > The amount of total damage divided by the total time. Although it is not considered in this spreadsheet, it can be easily calculated using existing values. > For more context, dividing the total damage over the time to empty should yield a result between the sustained and true DPS figures. > Average DPS should be closer to the sustained DPS than the true DPS. > If this average figure appears off, let me know as there may be a problem with how the time to empty is set up. For a more visual representation between the three DPS types, see the Equations page and the associated Desmos graph. The sloping lines in that graph represent the average DPS at an instant of time. cata > Stands for "catalyst," meaning the data row assumes an exotic weapon catalyst is used. DOT > Stands for "Damage Over Time," refers to passive damage sources, such as Witherhoard blights, that passively deal damage without your interaction over time. "w/" or "w/o" > Stands for "with" or "without," respectively. DDC > Stands for "Destiny Data Compendium," implies that the data was sourced from the Destiny Data Compendium Weapon damage is "normalized" > Weapons do not assume "new gear" bonus > Exotic weapons do not assume "featured gear" bonus | ||||||
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17 | Retesting is done on the Dummy of Practice in the new shooting range | ||||||
18 | All damage testing is done on Barry in "The Investigation" mission of the Witch Queen campaign on legendary difficulty. | ||||||
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20 | References & Links | ||||||
21 | External data used: D2Foundry/D2Gunsmith for some reload timings Destiny Data Compendium for certain multipliers and miscellaneous data Destiny 2 Inventory and Mag Database for reserves and magazine stats See Also: destiny2.science for other scientific research into Destiny 2 Inspired by: Damage Chart Madness | ||||||
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