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

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(changed reason for recoding. Pawn verbs were successfully included. But melee hit chance should be accounted for as well.)
(test if the rounding makes a significant difference)
Line 101: Line 101:
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack1Type}} }}
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack1Type}} }}
 
}}
 
}}
{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:name}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
{{#vardefine: attack1InitialSelectionWeight | {{#expr: {{#var:attack1Damage}} * (1 + ({{#var:attack1AP}}/100)) * {{Q|{{#var:name}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack1Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 1 Cooldown}}*{{#var:cooldownFactor}} }} }} round 10}} }}
 
}}<!--
 
}}<!--
 
2.1.2 Second attack
 
2.1.2 Second attack
Line 114: Line 114:
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack2Type}} }}
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack2Type}} }}
 
}}
 
}}
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:name}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 2 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
{{#vardefine: attack2InitialSelectionWeight | {{#expr: {{#var:attack2Damage}} * (1 + ({{#var:attack2AP}}/100)) * {{Q|{{#var:name}}|Attack 2 Chance Factor|1}} / {{#vardefineecho:attack2Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 2 Cooldown}}*{{#var:cooldownFactor}} }} }} round 10}} }}
 
}}<!--
 
}}<!--
 
2.1.3 Third attack
 
2.1.3 Third attack
Line 127: Line 127:
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack3Type}} }}
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack3Type}} }}
 
}}
 
}}
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:name}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
{{#vardefine: attack3InitialSelectionWeight | {{#expr: {{#var:attack3Damage}} * (1 + ({{#var:attack3AP}}/100)) * {{Q|{{#var:name}}|Attack 3 Chance Factor|1}} / {{#vardefineecho:attack3Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 3 Cooldown}}*{{#var:cooldownFactor}} }} }} round 10}} }}
 
}}<!--
 
}}<!--
 
2.1.4 Fourth attack
 
2.1.4 Fourth attack
Line 140: Line 140:
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack4Type}} }}
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack4Type}} }}
 
}}
 
}}
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:name}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
{{#vardefine: attack4InitialSelectionWeight | {{#expr: {{#var:attack4Damage}} * (1 + ({{#var:attack4AP}}/100)) * {{Q|{{#var:name}}|Attack 4 Chance Factor|1}} / {{#vardefineecho:attack4Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 4 Cooldown}}*{{#var:cooldownFactor}} }} }} round 10}} }}
 
}}<!--
 
}}<!--
 
2.1.5 Fifth attack
 
2.1.5 Fifth attack
Line 153: Line 153:
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack5Type}} }}
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack5Type}} }}
 
}}
 
}}
{{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:name}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
{{#vardefine: attack5InitialSelectionWeight | {{#expr: {{#var:attack5Damage}} * (1 + ({{#var:attack5AP}}/100)) * {{Q|{{#var:name}}|Attack 5 Chance Factor|1}} / {{#vardefineecho:attack5Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 5 Cooldown}}*{{#var:cooldownFactor}} }} }} round 10}} }}
 
}}<!--
 
}}<!--
 
2.1.6 Sixth attack
 
2.1.6 Sixth attack
Line 166: Line 166:
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack6Type}} }}
 
  | #default = {{Error|Unrecognised Damage Type: {{#var:attack6Type}} }}
 
}}
 
}}
{{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:name}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}} }} }} round 1}} }}
+
{{#vardefine: attack6InitialSelectionWeight | {{#expr: {{#var:attack6Damage}} * (1 + ({{#var:attack6AP}}/100)) * {{Q|{{#var:name}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack6Cooldown | {{#expr: {{Q|{{#var:name}}|Attack 6 Cooldown}}*{{#var:cooldownFactor}} }} }} round 10}} }}
 
}}<!--
 
}}<!--
 
2.1.7 Pawn attacks
 
2.1.7 Pawn attacks
 
-->{{#if: {{#var:attack7Type}} |
 
-->{{#if: {{#var:attack7Type}} |
 
  {{#if: {{{5|}}}
 
  {{#if: {{{5|}}}
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{Q|{{{5}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack7AP| {{Q|{{{5}}}|Attack 1 AP}} }}/100)) * {{Q|{{{5}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{Q|{{{5}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack7InitialSelectionWeight | {{#expr: {{#vardefineecho:attack7Damage| {{Q|{{{5}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack7AP| {{Q|{{{5}}}|Attack 1 AP}} }}/100)) * {{Q|{{{5}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack7Cooldown | {{Q|{{{5}}}|Attack 1 Cooldown}} }} round 10}} }}
  | {{#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| {{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 10}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 
-->{{#if: {{#var:attack8Type}} |
 
-->{{#if: {{#var:attack8Type}} |
 
  {{#if: {{{6|}}}
 
  {{#if: {{{6|}}}
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{Q|{{{6}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack8AP| {{Q|{{{6}}}|Attack 1 AP}} }}/100)) * {{Q|{{{6}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{Q|{{{6}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack8InitialSelectionWeight | {{#expr: {{#vardefineecho:attack8Damage| {{Q|{{{6}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack8AP| {{Q|{{{6}}}|Attack 1 AP}} }}/100)) * {{Q|{{{6}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack8Cooldown | {{Q|{{{6}}}|Attack 1 Cooldown}} }} round 10}} }}
  | {{#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| {{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 10}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 
-->{{#if: {{#var:attack9Type}} |
 
-->{{#if: {{#var:attack9Type}} |
 
  {{#if: {{{7|}}}
 
  {{#if: {{{7|}}}
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{Q|{{{7}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack9AP| {{Q|{{{7}}}|Attack 1 AP}} }}/100)) * {{Q|{{{7}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{Q|{{{7}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack9InitialSelectionWeight | {{#expr: {{#vardefineecho:attack9Damage| {{Q|{{{7}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack9AP| {{Q|{{{7}}}|Attack 1 AP}} }}/100)) * {{Q|{{{7}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack9Cooldown | {{Q|{{{7}}}|Attack 1 Cooldown}} }} round 10}} }}
  | {{#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| {{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 10}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 
-->{{#if: {{#var:attack10Type}} |
 
-->{{#if: {{#var:attack10Type}} |
 
  {{#if: {{{8|}}}
 
  {{#if: {{{8|}}}
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{Q|{{{8}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack10AP| {{Q|{{{8}}}|Attack 1 AP}} }}/100)) * {{Q|{{{8}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{{8}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack10InitialSelectionWeight | {{#expr: {{#vardefineecho:attack10Damage| {{Q|{{{8}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack10AP| {{Q|{{{8}}}|Attack 1 AP}} }}/100)) * {{Q|{{{8}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{{8}}}|Attack 1 Cooldown}} }} round 10}} }}
  | {{#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 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{#var:pawn}}|Attack 4 Cooldown}} }} 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 1 Chance Factor|1}} / {{#vardefineecho:attack10Cooldown | {{Q|{{#var:pawn}}|Attack 4 Cooldown}} }} round 10}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 
-->{{#if: {{#var:attack11Type}} |
 
-->{{#if: {{#var:attack11Type}} |
 
  {{#if: {{{9|}}}
 
  {{#if: {{{9|}}}
  | {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{Q|{{{9}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack11AP| {{Q|{{{9}}}|Attack 1 AP}} }}/100)) * {{Q|{{{5}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{Q|{{{9}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack11InitialSelectionWeight | {{#expr: {{#vardefineecho:attack11Damage| {{Q|{{{9}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack11AP| {{Q|{{{9}}}|Attack 1 AP}} }}/100)) * {{Q|{{{5}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack11Cooldown | {{Q|{{{9}}}|Attack 1 Cooldown}} }} round 10}} }}
  | {{#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| {{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 10}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 
-->{{#if: {{#var:attack12Type}} |
 
-->{{#if: {{#var:attack12Type}} |
 
  {{#if: {{{10|}}}
 
  {{#if: {{{10|}}}
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{{10}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{{10}}}|Attack 1 AP}} }}/100)) * {{Q|{{{10}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{{10}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{{10}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{{10}}}|Attack 1 AP}} }}/100)) * {{Q|{{{10}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{{10}}}|Attack 1 Cooldown}} }} round 10}} }}
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{{ 4}}}|Attack 6 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{{ 4}}}|Attack 6 AP}} }}/100)) * {{Q|{{{ 4}}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{{ 4}}}|Attack 6 Cooldown}} }} round 1}} }}
+
  | {{#vardefine: attack12InitialSelectionWeight | {{#expr: {{#vardefineecho:attack12Damage| {{Q|{{{ 4}}}|Attack 6 Damage}} }} * (1 + ({{#vardefineecho:attack12AP| {{Q|{{{ 4}}}|Attack 6 AP}} }}/100)) * {{Q|{{{ 4}}}|Attack 6 Chance Factor|1}} / {{#vardefineecho:attack12Cooldown | {{Q|{{{ 4}}}|Attack 6 Cooldown}} }} round 10}} }}
 
  }}
 
  }}
 
}}<!--
 
}}<!--
 
-->{{#if: {{#var:attack13Type}} |
 
-->{{#if: {{#var:attack13Type}} |
  {{#vardefine: attack13InitialSelectionWeight | {{#expr: {{#vardefineecho:attack13Damage| {{Q|{{{11}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack13AP| {{Q|{{{11}}}|Attack 1 AP}} }}/100)) * {{Q|{{{11}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack13Cooldown | {{Q|{{{11}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  {{#vardefine: attack13InitialSelectionWeight | {{#expr: {{#vardefineecho:attack13Damage| {{Q|{{{11}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack13AP| {{Q|{{{11}}}|Attack 1 AP}} }}/100)) * {{Q|{{{11}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack13Cooldown | {{Q|{{{11}}}|Attack 1 Cooldown}} }} round 10}} }}
 
}}<!--
 
}}<!--
 
-->{{#if: {{#var:attack14Type}} |
 
-->{{#if: {{#var:attack14Type}} |
  {{#vardefine: attack14InitialSelectionWeight | {{#expr: {{#vardefineecho:attack14Damage| {{Q|{{{12}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack14AP| {{Q|{{{12}}}|Attack 1 AP}} }}/100)) * {{Q|{{{12}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack14Cooldown | {{Q|{{{12}}}|Attack 1 Cooldown}} }} round 1}} }}
+
  {{#vardefine: attack14InitialSelectionWeight | {{#expr: {{#vardefineecho:attack14Damage| {{Q|{{{12}}}|Attack 1 Damage}} }} * (1 + ({{#vardefineecho:attack14AP| {{Q|{{{12}}}|Attack 1 AP}} }}/100)) * {{Q|{{{12}}}|Attack 1 Chance Factor|1}} / {{#vardefineecho:attack14Cooldown | {{Q|{{{12}}}|Attack 1 Cooldown}} }} round 10}} }}
 
}}<!--
 
}}<!--
  

Revision as of 10:31, 27 April 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
<weapon>
(Plasteel Masterwork)
Poke 11.745 16.965 1.6 8.5859620313 mid 0.05 0.58725 0.08 0.84825
Stab 36.685 54.23 2.08 27.2015747596 best 0.375 13.756875 0.78 20.33625
Cut 36.685 54.23 2.08 27.2015747596 best 0.375 13.756875 0.78 20.33625
Human Left fist
Right fist
Teeth Blunt 14 21 2 8.47 mid 0.05 0.7 0.1 1.05
Head Blunt 8.2 12 2 4.592 worst 0 0 0 0
Blunt 5 7 2 2.675 worst 0 0 0 0
Cut 18 27 2 11.43 mid 0.05 0.9 0.1 1.35
Stab 22 38 2.6 11.6769230769 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}}