Thread:GoldenApple NB/@comment-25862085-20150313032425

Well, I was going though NK's SAS 4 forums (The horrid mess it is), and I found something I think you might like, telling an easy yet most likely true way of calculating DoT with a Striker as an example. It would take awhile to read though what I put in the bottom, so the bottom line is that this is how we should calculate DoT If I'm right here (and the creator is as well.) The forum is here is if you would like to go though the whole thing.

Time:______|_____|_____|_____|_____|_____|_____|

Shot 1:___325_________125_________125 Shot 2:_________325_________125_________125 Shot 3:_______________325_________125_________125 Total:____325___650___775___900__1150__1275__1400

Notice that the damage continues to add up long after the shots were fired. Even though only 3 shots were fired, the total damage was 3 * Damage + 3 * DoT. I hope that makes sense to you...

"Damage over Time

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I was so excited when I found my first RIA 20 Striker. That gun could take down anything I faced with ease. So how does the damage over time work with thermal and toxic weapons? It's pretty simple to understand, but difficult to calculate. Let's look at this great beginner's thermal rifle:

RIA 20 Striker Damage 325 Pierce 2 RPS 10 Clip 30 DoT 125/s for 2 seconds

Right off the bat, this is a great gun because of it's base damage... Damage per clip = 9750 <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Time to unload Clip = 3 seconds <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Damage Per Second = 3250

<span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">But how does that damage over time work? Each bullet shot into something will inflict the base damage plus the damage over time. So a single bullet hits for 325, then 125 more per second for 2 seconds. Look at this handy graph broken down into half seconds, with three shots fired in the first three half seconds.

<span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Time:______|_____|_____|_____|_____|_____|_____| <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Shot 1:___325_________125_________125 <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Shot 2:_________325_________125_________125 <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Shot 3:_______________325_________125_________125 <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Total:____325___650___775___900__1150__1275__1400

<span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Notice that the damage continues to add up long after the shots were fired. Even though only 3 shots were fired, the total damage was 3 * Damage + 3 * DoT. I hope that makes sense to you...

<span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">The great thing about DoT is that it can save on how many times you have to shoot one particular thing for it to die. This is especially true of bosses and other high hit point enemies. As you shoot, the previous shots are still causing damage over time, so the enemy could actually die from previous shots rather than the last time you hit it.

<span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">For the maximum damage any one bullet can inflict, just add the damage with the damage over time multiplied by the amount of time. The bad thing is that the ammo usually cost a lot more than comparable guns. You will save a lot of money on ammo if you can find a gun with a high enough damage to negate the need for the additional damage over time. However, until you can find more powerful weapons, this is the easiest way to take down regenerating enemies.

<span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">The new calculations with damage over time are: <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Damage per clip = 9750 + (125/2sec * 2 Sec * 30) = 17250 <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Time to unload Clip = 3 seconds <span style="color:rgb(170,170,170);font-family:'LucidaGrande',Verdana,'LiberationSans',sans-serif;">Damage Per Second = 5750 - Note, this is the average over an entire clip." <ac_metadata title="DPS DoT calculations."> </ac_metadata>