Difference between revisions of "Template:True Melee DPS Calculator"

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(nested attack 14 into 13 in order to reduce "Preprocessor visited node count")
(Attempt at cutting down Preprocessor visited node count. Appears to be about 20% reduction from previous but possible mistakes.)
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1.1 Important variables
 
1.1 Important variables
 
-->{{#vardefine:name          | {{{1|{{PAGENAME}} }}} }}<!--
 
-->{{#vardefine:name          | {{{1|{{PAGENAME}} }}} }}<!--
-->{{#switch: {{Q|{{#var:name}}|Type}}
+
-->{{#switch: {{#show:{{#var:name}}|?Type| link = none }}
 
  | Animal | Mechanoid = {{#vardefine:pawn|{{#var:name}} }} {{#vardefine:weapon|}}
 
  | Animal | Mechanoid = {{#vardefine:pawn|{{#var:name}} }} {{#vardefine:weapon|}}
 
  | #default =          {{#vardefine:pawn|{{{4|}}} }}      {{#vardefine:weapon|{{#var:name}} }}
 
  | #default =          {{#vardefine:pawn|{{{4|}}} }}      {{#vardefine:weapon|{{#var:name}} }}
 
}}<!--
 
}}<!--
 
-->{{#vardefine:material      | {{{2|}}} }}<!--
 
-->{{#vardefine:material      | {{{2|}}} }}<!--
-->{{#vardefine:sharpFactor    | {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}<!--
 
-->{{#vardefine:bluntFactor    | {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}<!--
 
 
-->{{#vardefine:cooldownFactor | {{Q|{{#var:material}}|Melee Cooldown Factor|1}} }}<!--
 
-->{{#vardefine:cooldownFactor | {{Q|{{#var:material}}|Melee Cooldown Factor|1}} }}<!--
 
-->{{#vardefine:quality        | {{{ 3|}}} }}<!--
 
-->{{#vardefine:quality        | {{{ 3|}}} }}<!--
-->{{#vardefine:attack1Type    | {{Q|{{#var:weapon}}|Attack 1 Type}} }}<!--
+
-->{{#vardefine:attack1Type    | {{#show:{{#var:weapon}}|?Attack 1 Type| link = none }} }}<!--
-->{{#vardefine:attack2Type    | {{Q|{{#var:weapon}}|Attack 2 Type}} }}<!--
+
-->{{#vardefine:attack2Type    | {{#show:{{#var:weapon}}|?Attack 2 Type| link = none }} }}<!--
-->{{#vardefine:attack3Type    | {{Q|{{#var:weapon}}|Attack 3 Type}} }}<!--
+
-->{{#vardefine:attack3Type    | {{#show:{{#var:weapon}}|?Attack 3 Type| link = none }} }}<!--
-->{{#vardefine:attack4Type    | {{Q|{{#var:weapon}}|Attack 4 Type}} }}<!--
+
-->{{#vardefine:attack4Type    | {{#show:{{#var:weapon}}|?Attack 4 Type| link = none }} }}<!--
-->{{#vardefine:attack5Type    | {{Q|{{#var:weapon}}|Attack 5 Type}} }}<!--
+
-->{{#vardefine:attack5Type    | {{#show:{{#var:weapon}}|?Attack 5 Type| link = none }} }}<!--
-->{{#vardefine:attack6Type    | {{Q|{{#var:weapon}}|Attack 6 Type}} }}<!--
+
-->{{#vardefine:attack6Type    | {{#show:{{#var:weapon}}|?Attack 6 Type| link = none }} }}<!--
 
-->{{#vardefine: 5            | {{{ 5|}}} }}<!--
 
-->{{#vardefine: 5            | {{{ 5|}}} }}<!--
 
-->{{#vardefine: 6            | {{{ 6|}}} }}<!--
 
-->{{#vardefine: 6            | {{{ 6|}}} }}<!--
Line 35: Line 33:
 
-->{{#vardefine:11            | {{{11|}}} }}<!--
 
-->{{#vardefine:11            | {{{11|}}} }}<!--
 
-->{{#vardefine:12            | {{{12|}}} }}<!--
 
-->{{#vardefine:12            | {{{12|}}} }}<!--
-->{{#vardefine:qualityFactor  | {{#switch: {{lc:{{{3|}}} }}
+
-->{{#switch: {{lc:{{{3|}}} }}
  | awful      = 0.8
+
  | awful      = {{#vardefine:sharpAndQualityFactor    | {{#expr: 0.8  * {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}}} {{#vardefine:bluntAndQualityFactor    | {{#expr: 0.8 * {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}}}
  | poor      = 0.9
+
  | poor      = {{#vardefine:sharpAndQualityFactor    | {{#expr: 0.9  * {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}}} {{#vardefine:bluntAndQualityFactor    | {{#expr: 0.9  * {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}}}
  | normal    = 1
+
  | good      = {{#vardefine:sharpAndQualityFactor    | {{#expr: 1.1  * {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}}} {{#vardefine:bluntAndQualityFactor    | {{#expr: 1.1 * {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}}}
  | good      = 1.1
+
  | excellent  = {{#vardefine:sharpAndQualityFactor    | {{#expr: 1.2 * {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}}} {{#vardefine:bluntAndQualityFactor    | {{#expr: 1.2  * {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}}}
  | excellent  = 1.2
+
  | masterwork = {{#vardefine:sharpAndQualityFactor    | {{#expr: 1.45 * {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}}} {{#vardefine:bluntAndQualityFactor    | {{#expr: 1.45 * {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}}}
  | masterwork = 1.45
+
  | legendary  = {{#vardefine:sharpAndQualityFactor    | {{#expr: 1.65 * {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}}} {{#vardefine:bluntAndQualityFactor    | {{#expr: 1.65 * {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}}}
  | legendary  = 1.65
+
  | #default  = {{#vardefine:sharpAndQualityFactor    | {{#expr: 1   * {{Q|{{#var:material}}|Melee Sharp Damage Factor|1}} }}}} {{#vardefine:bluntAndQualityFactor    | {{#expr: 1    * {{Q|{{#var:material}}|Melee Blunt Damage Factor|1}} }}}}
  | #default  = 1
+
}}<!--
}} }}<!--
 
  
 
WIP: Do we need to consider Melee Hit Chance? After all it's affected by manipulation
 
WIP: Do we need to consider Melee Hit Chance? After all it's affected by manipulation
  
 
-->{{#if: {{#var:pawn}} |
 
-->{{#if: {{#var:pawn}} |
  {{#vardefine:attack7Type  | {{#if: {{#var: 5}} | {{#ifeq: {{#var: 5}} | false || {{Q|{{#var: 5}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 1 Type}} }} }}
+
  {{#vardefine:attack7Type  | {{#if: {{#var: 5}} | {{#ifeq: {{#var: 5}} | false || {{#show:{{#var: 5}}|?Attack 1 Type| link = none }} }} | {{#show:{{#var:pawn}}|?Attack 1 Type| link = none}} }} }}
  {{#vardefine:attack8Type  | {{#if: {{#var: 6}} | {{#ifeq: {{#var: 6}} | false || {{Q|{{#var: 6}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 2 Type}} }} }}
+
  {{#vardefine:attack8Type  | {{#if: {{#var: 6}} | {{#ifeq: {{#var: 6}} | false || {{#show:{{#var: 6}}|?Attack 1 Type| link = none }} }} | {{#show:{{#var:pawn}}|?Attack 2 Type| link = none}} }} }}
  {{#vardefine:attack9Type  | {{#if: {{#var: 7}} | {{#ifeq: {{#var: 7}} | false || {{Q|{{#var: 7}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 3 Type}} }} }}
+
  {{#vardefine:attack9Type  | {{#if: {{#var: 7}} | {{#ifeq: {{#var: 7}} | false || {{#show:{{#var: 7}}|?Attack 1 Type| link = none }} }} | {{#show:{{#var:pawn}}|?Attack 3 Type| link = none}} }} }}
  {{#vardefine:attack10Type | {{#if: {{#var: 8}} | {{#ifeq: {{#var: 8}} | false || {{Q|{{#var: 8}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 4 Type}} }} }}<!-- humans have four attacks. To allow for humans with two elbow blades and knee spikes each we need four extra attacks -->
+
  {{#vardefine:attack10Type | {{#if: {{#var: 8}} | {{#ifeq: {{#var: 8}} | false || {{#show:{{#var: 8}}|?Attack 1 Type| link = none }} }} | {{#show:{{#var:pawn}}|?Attack 4 Type| link = none}} }} }}<!-- humans have four attacks. To allow for humans with two elbow blades and knee spikes each we need four extra attacks -->
  {{#vardefine:attack11Type | {{#if: {{#var: 9}} | {{#ifeq: {{#var: 9}} | false || {{Q|{{#var: 9}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 5 Type}} }} }}
+
  {{#vardefine:attack11Type | {{#if: {{#var: 9}} | {{#ifeq: {{#var: 9}} | false || {{#show:{{#var: 9}}|?Attack 1 Type| link = none }} }} | {{#show:{{#var:pawn}}|?Attack 5 Type| link = none}} }} }}
  {{#vardefine:attack12Type | {{#if: {{#var:10}} | {{#ifeq: {{#var:10}} | false || {{Q|{{#var:10}}|Attack 1 Type}} }} | {{Q|{{#var:pawn}}|Attack 6 Type}} }} }}<!-- maximum number of attacks for all pawns. Further attacks can therefore only come from artificial body parts -->
+
  {{#vardefine:attack12Type | {{#if: {{#var:10}} | {{#ifeq: {{#var:10}} | false || {{#show:{{#var:10}}|?Attack 1 Type| link = none }} }} | {{#show:{{#var:pawn}}|?Attack 6 Type| link = none}} }} }}<!-- maximum number of attacks for all pawns. Further attacks can therefore only come from artificial body parts -->
  {{#vardefine:attack13Type | {{Q|{{#var:11}}|Attack 1 Type}} }}
+
  {{#vardefine:attack13Type | {{#show:{{#var:11}}|?Attack 1 Type| link = none }} }}
  {{#vardefine:attack14Type | {{Q|{{#var:12}}|Attack 1 Type}} }}
+
  {{#vardefine:attack14Type | {{#show:{{#var:12}}|?Attack 1 Type| link = none }} }}
 
  | {{#vardefine:attack7Type|}}{{#vardefine:attack8Type|}}{{#vardefine:attack9Type|}}{{#vardefine:attack10Type|}}{{#vardefine:attack11Type|}}{{#vardefine:attack12Type|}}{{#vardefine:attack13Type|}}{{#vardefine:attack14Type|}}
 
  | {{#vardefine:attack7Type|}}{{#vardefine:attack8Type|}}{{#vardefine:attack9Type|}}{{#vardefine:attack10Type|}}{{#vardefine:attack11Type|}}{{#vardefine:attack12Type|}}{{#vardefine:attack13Type|}}{{#vardefine:attack14Type|}}
 
}}<!--
 
}}<!--
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{{#switch: {{#var:attack1Type}}
 
{{#switch: {{#var:attack1Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack1Damage | {{#expr: {{Q|{{#var:weapon}}|Attack 1 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack1Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Damage| link = none}}*{{#var:sharpAndQualityFactor}} }} }}
   {{#vardefine:attack1AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack1AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 AP| link = none}}    *{{#var:sharpAndQualityFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack1Damage | {{#expr: {{Q|{{#var:weapon}}|Attack 1 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack1Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Damage| link = none}}*{{#var:bluntAndQualityFactor}} }} }}
   {{#vardefine:attack1AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 1 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack1AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 AP| link = none}}    *{{#var:bluntAndQualityFactor}} }} }}
 
}}
 
}}
 
{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:weapon}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
 
{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:weapon}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
Line 95: Line 92:
 
{{#switch: {{#var:attack2Type}}
 
{{#switch: {{#var:attack2Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack2Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Damage| link = none}}*{{#var:sharpAndQualityFactor}} }} }}
   {{#vardefine:attack2AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 2 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack2AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 AP| link = none}}    *{{#var:sharpAndQualityFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack2Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 2 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack2Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Damage| link = none}}*{{#var:bluntAndQualityFactor}} }} }}
   {{#vardefine:attack2AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 2 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack2AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 AP| link = none}}    *{{#var:bluntAndQualityFactor}} }} }}
 
}}
 
}}
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:weapon}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 2 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
+
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:weapon}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Cooldown|link = none}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
 
2.1.1.3 Third weapon attack
 
2.1.1.3 Third weapon attack
 
-->{{#if: {{#var:attack3Type}} |
 
-->{{#if: {{#var:attack3Type}} |
 
{{#switch: {{#var:attack3Type}}
 
{{#switch: {{#var:attack3Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack3Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Damage| link = none}}*{{#var:sharpAndQualityFactor}} }} }}
   {{#vardefine:attack3AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 3 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack3AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 AP| link = none}}    *{{#var:sharpAndQualityFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack3Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 3 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack3Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Damage| link = none}}*{{#var:bluntAndQualityFactor}} }} }}
   {{#vardefine:attack3AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 3 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack3AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 AP| link = none}}    *{{#var:bluntAndQualityFactor}} }} }}
 
}}
 
}}
 
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:weapon}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
 
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:weapon}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
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{{#switch: {{#var:attack4Type}}
 
{{#switch: {{#var:attack4Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack4Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Damage| link = none}}*{{#var:sharpAndQualityFactor}} }} }}
   {{#vardefine:attack4AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 4 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack4AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 AP| link = none}}    *{{#var:sharpAndQualityFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack4Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 4 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack4Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Damage| link = none}}*{{#var:bluntAndQualityFactor}} }} }}
   {{#vardefine:attack4AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 4 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack4AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 AP| link = none}}    *{{#var:bluntAndQualityFactor}} }} }}
 
}}
 
}}
 
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:weapon}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
 
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:weapon}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
Line 128: Line 125:
 
{{#switch: {{#var:attack5Type}}
 
{{#switch: {{#var:attack5Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack5Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 5 Damage| link = none}}*{{#var:sharpAndQualityFactor}} }} }}
   {{#vardefine:attack5AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 5 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack5AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 5 AP| link = none}}    *{{#var:sharpAndQualityFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack5Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 5 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack5Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 5 Damage| link = none}}*{{#var:bluntAndQualityFactor}} }} }}
   {{#vardefine:attack5AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 5 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack5AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 5 AP| link = none}}    *{{#var:bluntAndQualityFactor}} }} }}
 
}}
 
}}
 
{{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:weapon}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
 
{{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:weapon}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}<!--
Line 139: Line 136:
 
{{#switch: {{#var:attack6Type}}
 
{{#switch: {{#var:attack6Type}}
 
  | #default =
 
  | #default =
   {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack6Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 6 Damage| link = none}}*{{#var:sharpAndQualityFactor}} }} }}
   {{#vardefine:attack6AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 6 AP}}    *{{#var:qualityFactor}}*{{#var:sharpFactor}} }} }}
+
   {{#vardefine:attack6AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 6 AP| link = none}}    *{{#var:sharpAndQualityFactor}} }} }}
 
  | Blunt | Crush | Demolish | Poke =
 
  | Blunt | Crush | Demolish | Poke =
   {{#vardefine:attack6Damage| {{#expr: {{Q|{{#var:weapon}}|Attack 6 Damage}}*{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack6Damage| {{#expr: {{#show:{{#var:weapon}}|?Attack 6 Damage| link = none}}*{{#var:bluntAndQualityFactor}} }} }}
   {{#vardefine:attack6AP    | {{#expr: {{Q|{{#var:weapon}}|Attack 6 AP}}    *{{#var:qualityFactor}}*{{#var:bluntFactor}} }} }}
+
   {{#vardefine:attack6AP    | {{#expr: {{#show:{{#var:weapon}}|?Attack 6 AP| link = none}}    *{{#var:bluntAndQualityFactor}} }} }}
 
}}
 
}}
 
{{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:weapon}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
 
{{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:weapon}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | {{#expr: {{Q|{{#var:weapon}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
Line 151: Line 148:
 
-->{{#if: {{#var:attack7Type}} |
 
-->{{#if: {{#var:attack7Type}} |
 
  {{#if: {{#var: 5}}
 
  {{#if: {{#var: 5}}
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{Q|{{#var: 5}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack7AP| {{Q|{{#var: 5}}|Attack 1 AP}} }}/100)) * {{Q|{{#var: 5}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{Q|{{#var: 5}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{#show:{{#var: 5}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack7AP| {{#show:{{#var: 5}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var: 5}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{#show:{{#var: 5}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{Q|{{#var:pawn}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack7AP| {{Q|{{#var:pawn}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{Q|{{#var:pawn}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{#show:{{#var:pawn}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack7AP| {{#show:{{#var:pawn}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var:pawn}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{#show:{{#var:pawn}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
Line 158: Line 155:
 
-->{{#if: {{#var:attack8Type}} |
 
-->{{#if: {{#var:attack8Type}} |
 
  {{#if: {{#var: 6}}
 
  {{#if: {{#var: 6}}
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{Q|{{#var: 6}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack8AP| {{Q|{{#var: 6}}|Attack 1 AP}} }}/100)) * {{Q|{{#var: 6}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{Q|{{#var: 6}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{#show:{{#var: 6}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack8AP| {{#show:{{#var: 6}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var: 6}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{#show:{{#var: 6}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{Q|{{#var:pawn}}|Attack 2 Damage}} }} * (1 + ({{#vardefineecho:attack8AP| {{Q|{{#var:pawn}}|Attack 2 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{Q|{{#var:pawn}}|Attack 2 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{#show:{{#var:pawn}}|?Attack 2 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack8AP| {{#show:{{#var:pawn}}|?Attack 2 AP| link = none}} }}/100)) * {{Q|{{#var:pawn}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{#show:{{#var:pawn}}|?Attack 2 Cooldown| link = none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
Line 165: Line 162:
 
-->{{#if: {{#var:attack9Type}} |
 
-->{{#if: {{#var:attack9Type}} |
 
  {{#if: {{#var: 7}}
 
  {{#if: {{#var: 7}}
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{Q|{{#var: 7}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack9AP| {{Q|{{#var: 7}}|Attack 1 AP}} }}/100)) * {{Q|{{#var: 7}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{Q|{{#var: 7}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{#show:{{#var: 7}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack9AP| {{#show:{{#var: 7}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var: 7}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{#show:{{#var: 7}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{Q|{{#var:pawn}}|Attack 3 Damage}} }} * (1 + ({{#vardefineecho:attack9AP| {{Q|{{#var:pawn}}|Attack 3 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{Q|{{#var:pawn}}|Attack 3 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{#show:{{#var:pawn}}|?Attack 3 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack9AP| {{#show:{{#var:pawn}}|?Attack 3 AP| link = none}} }}/100)) * {{Q|{{#var:pawn}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{#show:{{#var:pawn}}|?Attack 3 Cooldown| link = none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
Line 172: Line 169:
 
-->{{#if: {{#var:attack10Type}} |
 
-->{{#if: {{#var:attack10Type}} |
 
  {{#if: {{#var: 8}}
 
  {{#if: {{#var: 8}}
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{Q|{{#var: 8}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack10AP| {{Q|{{#var: 8}}|Attack 1 AP}} }}/100)) * {{Q|{{#var: 8}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{#var: 8}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{#show:{{#var: 8}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack10AP| {{#show:{{#var: 8}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var: 8}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{#show:{{#var: 8}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{Q|{{#var:pawn}}|Attack 4 Damage}} }} * (1 + ({{#vardefineecho:attack10AP| {{Q|{{#var:pawn}}|Attack 4 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{#var:pawn}}|Attack 4 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{#show:{{#var:pawn}}|?Attack 4 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack10AP| {{#show:{{#var:pawn}}|?Attack 4 AP| link = none}} }}/100)) * {{Q|{{#var:pawn}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{#show:{{#var:pawn}}|?Attack 4 Cooldown| link = none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
Line 179: Line 176:
 
-->{{#if: {{#var:attack11Type}} |
 
-->{{#if: {{#var:attack11Type}} |
 
  {{#if: {{#var: 9}}
 
  {{#if: {{#var: 9}}
  | {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{Q|{{#var: 9}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack11AP| {{Q|{{#var: 9}}|Attack 1 AP}} }}/100)) * {{Q|{{#var: 9}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{Q|{{#var: 9}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{#show:{{#var: 9}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack11AP| {{#show:{{#var: 9}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var: 9}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{#show:{{#var: 9}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
  | {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{Q|{{#var:pawn}}|Attack 5 Damage}} }} * (1 + ({{#vardefineecho:attack11AP| {{Q|{{#var:pawn}}|Attack 5 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{Q|{{#var:pawn}}|Attack 5 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{#show:{{#var:pawn}}|?Attack 5 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack11AP| {{#show:{{#var:pawn}}|?Attack 5 AP| link = none}} }}/100)) * {{Q|{{#var:pawn}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{#show:{{#var:pawn}}|?Attack 5 Cooldown| link = none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
Line 186: Line 183:
 
-->{{#if: {{#var:attack12Type}} |
 
-->{{#if: {{#var:attack12Type}} |
 
  {{#if: {{#var:10}}
 
  {{#if: {{#var:10}}
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{#var:10}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{#var:10}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:10}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{#var:10}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{#show:{{#var:10}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack12AP| {{#show:{{#var:10}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var:10}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{#show:{{#var:10}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{#var:pawn}}|Attack 6 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{#var:pawn}}|Attack 6 AP}} }}/100)) * {{Q|{{#var:pawn}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{#var:pawn}}|Attack 6 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{#show:{{#var:pawn}}|?Attack 6 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack12AP| {{#show:{{#var:pawn}}|?Attack 6 AP| link = none}} }}/100)) * {{Q|{{#var:pawn}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{#show:{{#var:pawn}}|?Attack 6 Cooldown| link = none}} }} round 1}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 
2.1.2.7 Seventh pawn attack
 
2.1.2.7 Seventh pawn attack
 
-->{{#if: {{#var:attack13Type}} |
 
-->{{#if: {{#var:attack13Type}} |
  {{#vardefine: attack13InitialSelectionWeight | {{#expr: {{#vardefineecho:attack13Damage| {{Q|{{#var:11}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack13AP| {{Q|{{#var:11}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:11}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack13Cooldown | {{Q|{{#var:11}}|Attack 1 Cooldown}} }} round 1}} }}<!--
+
  {{#vardefine: attack13InitialSelectionWeight | {{#expr: {{#vardefineecho:attack13Damage| {{#show:{{#var:11}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack13AP| {{#show:{{#var:11}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var:11}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack13Cooldown | {{#show:{{#var:11}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}<!--
 
2.1.2.8 Eighth pawn attack
 
2.1.2.8 Eighth pawn attack
 
-->{{#if: {{#var:attack14Type}} |
 
-->{{#if: {{#var:attack14Type}} |
  {{#vardefine: attack14InitialSelectionWeight | {{#expr: {{#vardefineecho:attack14Damage| {{Q|{{#var:12}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack14AP| {{Q|{{#var:12}}|Attack 1 AP}} }}/100)) * {{Q|{{#var:12}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack14Cooldown | {{Q|{{#var:12}}|Attack 1 Cooldown}} }} round 1}} }}
+
  {{#vardefine: attack14InitialSelectionWeight | {{#expr: {{#vardefineecho:attack14Damage| {{#show:{{#var:12}}|?Attack 1 Damage| link = none}} }} * (1 + ({{#vardefineecho:attack14AP| {{#show:{{#var:12}}|?Attack 1 AP| link = none}} }}/100)) * {{Q|{{#var:12}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack14Cooldown | {{#show:{{#var:12}}|?Attack 1 Cooldown| link = none}} }} round 1}} }}
 
}} }}<!--
 
}} }}<!--
  

Revision as of 03:44, 14 November 2023

Documentation icon Template documentation[view] [edit] [history] [purge]

Summary

Returns the true DPS of a melee weapon or animal i.e. the DPS taking into account the melee verb system introduced in Version/1.1.2610. This value often disagrees with the listed melee DPS in-game but better represents the reality in most cases.

Parameters

The template takes up to tvelve parameters. All of them are optional.

  1. A weapon or a pawn. If absent, {{PAGENAME}} will be used.
  2. If 1) is a stuffable weapon: The material the weapon is made out of. If absent, the template will assume multipliers of 1 for all stats.
  3. If 1) is a weapon with quality: The weapons quality. If absent, the template will assume multipliers of 1 for all stats.
  4. If 1) is a weapon: the pawn that wields it. If absent, the template will asume that no pawn wields the weapon.
  5. If 4) is present: The artificial body part that replaces the body part of the pawns first attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  6. If 4) is present and pawn has at least 1 attacks: The artificial body part that replaces the body part of the pawns second attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  7. If 4) is present and pawn has at least 2 attacks: The artificial body part that replaces the body part of the pawns third attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  8. If 4) is present and pawn has at least 3 attacks: The artificial body part that replaces the body part of the pawns fourth attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  9. If 4) is present and pawn has at least 4 attacks: The artificial body part that replaces the body part of the pawns fifth attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  10. If 4) is present and pawn has at least 5 attacks: The artificial body part that replaces the body part of the pawns sixth attack, or that provides an additional attack. Provide false if the body part is missing without replacement.
  11. If 4) is present and pawn has at least 6 attacks: The artificial body part that provides an additional attack.
  12. If 4) and 11) is present: The artificial body part that provides an additional attack.

In short:

{{True Melee DPS Calculator|<weapon/pawn>|<material>|<quality>|<pawn>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part/false>|<artificial body part>|<artificial body part>}}

Examples

Non-stuffable weapon without quality

A persona zeushammer:

{{True Melee DPS Calculator|Persona zeushammer}}

Has a true DPS of: 13.17

Stuffable weapon with quality

A longsword, made out of plasteel with a legendary quality:

{{True Melee DPS Calculator|Longsword|plasteel|Legendary}}

Has a true DPS of: 17.68

Pawn with no weapon

A grizzly bear:

{{True Melee DPS Calculator|Grizzly bear}}

Has a true DPS of: 8.67

Pawn with a weapon

A human with a left archotech arm, no teeth and an elbow blade wielding an ikwa, made out of plasteel of masterwork quality:

{{True Melee DPS Calculator|Ikwa|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade}}

Has a true DPS of: 12.98

Calling additional variables

The template defines a lot of useful variables that can be called. Below you can see a full table of them. This also means we can retrace the calculations step by step.

This example is for a human with an archotech left arm, an elbow blade at the right arm, two knee spikes and no teeth wielding a masterwork plasteel longsword.

{{True Melee DPS Calculator|Longsword|Plasteel|Masterwork|Human|Archotech arm||false||Elbow blade|Knee spike|Knee spike}}
{| class="wikitable"
! Attack Source !! Part name (artificial body part) !! Attack Type !! Damage !! AP !! Cooldown !! Weight !! Category !! Selection chance !! weighted Damage !! weighted Cooldown !! weighted AP
|-
! rowspan="4" | {{#var:weapon|''<weapon>''}}{{#if: {{#var:material}}{{#var:quality}} | <br/>({{#var:material}} {{#var:quality}}) }}
| {{Q|{{#var:weapon}}|Attack 1 Part}} || {{#var:attack1Type}} || {{#var:attack1Damage}} || {{#var:attack1AP}} || {{#var:attack1Cooldown}} || {{#var: attack1InitialSelectionWeight}} || {{#var:attack1SelectionCategory}} || {{#var:attack1SelectionChance}}
|{{#var:attack1WeightedDamage}} || {{#var:attack1WeightedCooldown}} || {{#var:attack1WeightedAP}}
|-
| {{Q|{{#var:weapon}}|Attack 2 Part}} || {{#var:attack2Type}} || {{#var:attack2Damage}} || {{#var:attack2AP}} || {{#var:attack2Cooldown}} || {{#var: attack2InitialSelectionWeight}} || {{#var:attack2SelectionCategory}} || {{#var:attack2SelectionChance}}
| {{#var:attack2WeightedDamage}} || {{#var:attack2WeightedCooldown}} || {{#var:attack2WeightedAP}}
|-
| {{Q|{{#var:weapon}}|Attack 3 Part}} || {{#var:attack3Type}} || {{#var:attack3Damage}} || {{#var:attack3AP}} || {{#var:attack3Cooldown}} || {{#var: attack3InitialSelectionWeight}} || {{#var:attack3SelectionCategory}} || {{#var:attack3SelectionChance}}
| {{#var:attack3WeightedDamage}} || {{#var:attack3WeightedCooldown}} || {{#var:attack3WeightedAP}}
|-
| {{Q|{{#var:weapon}}|Attack 4 Part}} || {{#var:attack4Type}} || {{#var:attack4Damage}} || {{#var:attack4AP}} || {{#var:attack4Cooldown}} || {{#var: attack4InitialSelectionWeight}} || {{#var:attack4SelectionCategory}} || {{#var:attack4SelectionChance}}
| {{#var:attack4WeightedDamage}} || {{#var:attack4WeightedCooldown}} || {{#var:attack4WeightedAP}}
|-
! rowspan="8" | {{#var:pawn|''<pawn>''}}
| {{#if:{{#var:5}}|{{Q|{{#var:5}}|Attack 1 Part}} ({{#var:5}})|{{Q|{{#var:pawn}}|Attack 1 Part}} }}
| {{#var:attack5Type}} || {{#var:attack5Damage}} || {{#var:attack5AP}} || {{#var:attack5Cooldown}} || {{#var: attack5InitialSelectionWeight}} || {{#var:attack5SelectionCategory}} || {{#var:attack5SelectionChance}}
| {{#var:attack5WeightedDamage}} || {{#var:attack5WeightedCooldown}} || {{#var:attack5WeightedAP}}
|-
| {{#if:{{#var:6}}|{{Q|{{#var:6}}|Attack 1 Part}} ({{#var:6}})|{{Q|{{#var:pawn}}|Attack 2 Part}} }}
| {{#var:attack6Type}} || {{#var:attack6Damage}} || {{#var:attack6AP}} || {{#var:attack6Cooldown}} || {{#var: attack6InitialSelectionWeight}} || {{#var:attack6SelectionCategory}} || {{#var:attack6SelectionChance}}
| {{#var:attack6WeightedDamage}} || {{#var:attack6WeightedCooldown}} || {{#var:attack6WeightedAP}}
|-
| {{#if:{{#var:7}}|{{Q|{{#var:7}}|Attack 1 Part}} ({{#var:7}})|{{Q|{{#var:pawn}}|Attack 3 Part}} }}
| {{#var:attack7Type}} || {{#var:attack7Damage}} || {{#var:attack7AP}} || {{#var:attack7Cooldown}} || {{#var: attack7InitialSelectionWeight}} || {{#var:attack7SelectionCategory}} || {{#var:attack7SelectionChance}}
| {{#var:attack7WeightedDamage}} || {{#var:attack7WeightedCooldown}} || {{#var:attack7WeightedAP}}
|-
| {{#if:{{#var:8}}|{{Q|{{#var:8}}|Attack 1 Part}} ({{#var:8}})|{{Q|{{#var:pawn}}|Attack 4 Part}} }}
| {{#var:attack8Type}} || {{#var:attack8Damage}} || {{#var:attack8AP}} || {{#var:attack8Cooldown}} || {{#var: attack8InitialSelectionWeight}} || {{#var:attack8SelectionCategory}} || {{#var:attack8SelectionChance}}
| {{#var:attack8WeightedDamage}} || {{#var:attack8WeightedCooldown}} || {{#var:attack8WeightedAP}}
|-
| {{#if:{{#var:9}}|{{Q|{{#var:9}}|Attack 1 Part}} ({{#var:9}})|{{Q|{{#var:pawn}}|Attack 5 Part}} }}
| {{#var:attack9Type}} || {{#var:attack9Damage}} || {{#var:attack9AP}} || {{#var:attack9Cooldown}} || {{#var: attack9InitialSelectionWeight}} || {{#var:attack9SelectionCategory}} || {{#var:attack9SelectionChance}}
| {{#var:attack9WeightedDamage}} || {{#var:attack9WeightedCooldown}} || {{#var:attack9WeightedAP}}
|-
| {{#if:{{#var:10}}|{{Q|{{#var:10}}|Attack 1 Part}} ({{#var:10}})|{{Q|{{#var:pawn}}|Attack 6 Part}} }}
| {{#var:attack10Type}} || {{#var:attack10Damage}} || {{#var:attack10AP}} || {{#var:attack10Cooldown}} || {{#var: attack10InitialSelectionWeight}} || {{#var:attack10SelectionCategory}} || {{#var:attack10SelectionChance}}
| {{#var:attack10WeightedDamage}} || {{#var:attack10WeightedCooldown}} || {{#var:attack10WeightedAP}}
|-
| {{#if:{{#var:11}}|{{Q|{{#var:11}}|Attack 1 Part}} ({{#var:11}}) }}
| {{#var:attack11Type}} || {{#var:attack11Damage}} || {{#var:attack11AP}} || {{#var:attack11Cooldown}} || {{#var: attack11InitialSelectionWeight}} || {{#var:attack11SelectionCategory}} || {{#var:attack11SelectionChance}}
| {{#var:attack11WeightedDamage}} || {{#var:attack11WeightedCooldown}} || {{#var:attack11WeightedAP}}
|-
| {{#if:{{#var:12}}|{{Q|{{#var:12}}|Attack 1 Part}} ({{#var:12}}) }}
| {{#var:attack12Type}} || {{#var:attack12Damage}} || {{#var:attack12AP}} || {{#var:attack12Cooldown}} || {{#var: attack12InitialSelectionWeight}} || {{#var:attack12SelectionCategory}} || {{#var:attack12SelectionChance}}
| {{#var:attack12WeightedDamage}} || {{#var:attack12WeightedCooldown}} || {{#var:attack12WeightedAP}}
|-
! colspan="9" rowspan="2" | SUM:
! {{#var:weightedDamageTotal}}
! {{#var:weightedTimeTotal}}
! rowspan="2" | {{#var:trueAP}} ''(True AP)''
|-
! colspan="2" | {{#var:trueDPS}} ''(True DPS)''
|}

15.19

Attack Source Part name (artificial body part) Attack Type Damage AP Cooldown Weight Category Selection chance weighted Damage weighted Cooldown weighted AP
Longsword
(Plasteel Masterwork)
Handle Poke 11.745 16.965 1.6 8.6 mid 0.05 0.58725 0.08 0.84825
Point Stab 36.685 54.23 2.08 27.2 best 0.375 13.756875 0.78 20.33625
Blade Cut 36.685 54.23 2.08 27.2 best 0.375 13.756875 0.78 20.33625
Human Fist (Archotech arm)
Right fist
(false) Blunt 14 21 2 8.5 mid 0.05 0.7 0.1 1.05
Head Blunt 8.2 12 2 4.6 worst 0 0 0 0
Blade (Elbow blade)
Spike (Knee spike) Blunt 5 7 2 0.5 worst 0 0 0 0
Spike (Knee spike) Cut 18 27 2 11.4 mid 0.05 0.9 0.1 1.35
Stab 22 38 2.6 11.7 mid 0.05 1.1 0.13 1.9
SUM: 31.901 2.1 47.72 (True AP)
15.19 (True DPS)

Warning to editors

The encouragement above to reuse variables defined by this template means that you need to be extremely careful when changing names of variables or their definitions, since it might affect other templates as well.

Namely Template:Weapon Stats Table/Melee reuses the following variables defined in this template:

* {{#var:trueAP}}
* {{#var:attack1AP}}, {{#var:attack2AP}}, {{#var:attack3AP}}, {{#var:attack4AP}}
* {{#var:attack1Cooldown}}, {{#var:attack2Cooldown}}, {{#var:attack3Cooldown}}, {{#var:attack4Cooldown}}
* {{#var:attack1Damage}}, {{#var:attack2Damage}}, {{#var:attack3Damage}}, {{#var:attack4Damage}}
* {{#var:attack1SelectionChance}}, {{#var:attack2SelectionChance}}, {{#var:attack3SelectionChance}}, {{#var:attack4SelectionChance}}