Dawn of War: DPS
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Damage Per Second
Damage per second (DPS) is weapon and armor specific. Every weapon in the game has unique DPS values against each of the thirteen armor types (barring any typos in the data files). DPS is calculated using the following formula:
DPS = "(Average Damage * Accuracy) / Reload"
- Average Damage = "(( Min damage + max damage ) / 2) * (AP / 100)" or "weapon minimum damage" (whichever is higher)
- AP is the armor piercing value of the weapon against the armor type in question.
All DPS values used in the guide are for standing accuracy only. See Fire on the Move below for information on accuracy while moving.
DPS can be misleading in cases of slow firing or area effect weapons. DPS only lists the damage against a single target, so weapons like the Hellhound Inferno Cannon or Whirlwind Missile Battery may seem to be weak, but they can hit upwards of 10 units at a time to deal incredible amounts of damage per shot. Also, weapons such as sniper rifles may have low DPS because of their long reload time, but their damage per hit is often high enough to kill units in just one or two shots. These units can deliver more damage in one quick salvo than their DPS values would indicate.
Morale
For morale DPS, the formula is simpler:
Morale DPS = "(Morale Damage * Accuracy * 0.5) / Reload"
0.5 is the default morale armor value of all units in Dark Crusade, meaning the squad takes only half morale damage. Scouts and Pathfinder Teams have a morale armor value of 0.7, meaning they take 40% more morale damage than other units. Terminators and Assault Terminators have a morale armor value of 0.25, meaning they take only half the morale damage of other units. In Dark Crusade, Techpriests and Broadsides have a morale armor value of 0.0, so they do not take morale damage although they have morale values.
A more thorough discussion of morale can be found in the morale article.
Artillery
Some weapons in the game fire artillery rounds instead of directly hitting the target. For example, the Basilisk and Guardsmen Squad Grenade Launchers fire shells that impact the ground near the targeted location. Artillery projectiles also allow for the weapon to have attack-ground functionality, targeting a location on the ground instead of a specific enemy unit. This is most useful when firing into the fog of war when you can't directly click on enemy buildings or units.
These fired projectiles inherit all of the damage and knockback values of the firing weapon, but cannot miss, even if the weapon has an accuracy less than 100%. The sole exception is the Fighta-Bomma Grot Bomb, which can miss despite having attack-ground functionality like other artillery. Note that normal projectiles, such as those launched by Space Marine Squad Missile Launchers, do inherit the accuracy values of their weapon and so can miss their intended target. Artillery projectiles have a random offset from the targeted location which makes their shots somewhat unpredictable in what they'll actually hit. This offset is generally more severe when firing blindly into the fog of war and varies from one weapon to another. Be wary when firing artillery at targets near your own troops, you can easily cause as much damage to your own army as you do to the opponent's.
Artillery weaponry cannot fire on the move, regardless of any other settings on the weapon.
Fire on the Move
All weapons suffer from accuracy penalties when firing on the move (FotM). For most weapons, accuracy drops to just 15% when moving. Note that this is not 15% of the standing accuracy, but simply a constant 15%. So Guardian Squad Shuriken Catapults (70% accuracy) and Guardsmen Squad Lasguns (50% accuracy) are both reduced down to 15% accuracy when moving. All melee weapons cannot be used while the unit is moving, so they do not have a fire on the move penalty.
There are several exceptions to the 15% rule:
- Necron Warriors have 64% accuracy while moving, a mere 16% penalty down from their usual 80% accuracy.
- Flamers and Burnas of all races suffer from just a 30% FotM penalty, bringing their accuracy down from 100% to 70%. Penitent Engine Heavy Flamers are the exception to this rule and have no FotM penalty.
- The Hellhound has a 15% FotM penalty bringing it down from 80% accuracy to 65% (50% down to 35% in Dark Crusade).
- The Skyray Missile Gunship's Missile Launchers have no FotM penalty.
- The Necron Restored Monolith Particle Whip also does not suffer from any FotM penalty.
- Grey Knight, Terminator, and Land Speeder Storm Bolters have a FotM accuracy of just 10% instead of 15%.
- Splinter Cannons used by Dark Eldar squad leaders and the Archon along with the Haemonculus's Destructor have a FotM accuracy of just 10%.
- Seraphim Squad Dual Bolt Pistols and Seraphim Veteran Superior Bolt Pistols and Inferno Pistols have 70% accuracy while moving.
- All other Inferno Pistols have 40% accuracy while moving.
- Air units of all races tend to have FotM accuracies different from the standard 15%.
DPS Quick Reference Chart
This chart includes all the DPS values for all the units in Dark Crusade, including the upgrades available to them.
http://s95032082.onlinehome.us/dc1_2dps.html
The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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