Terraria Wiki talk:Projects/DPS

Average crit chance
How would you determine average crit chance? Maximum and minimum are easy, but there needs to be a defined "average" that would be used. Would it be halfway between the max and min? Or would it be what the average player would have? If that, would it be what the average player has when that weapon is typically found, or would it be what the average player has at end-game? Even then it brings up the question of what you can consider to be used by the average player. Every world generates differently, I had one generate recently that had absolutely no movement accessories in surface chests, when usually I find one. Beyond that, every player plays differently. Some players will grind for weapons and accessories and reforge for optimal stats, while others may just play with what they find.

This is by no means a criticism, I think this would be a great addition. This is just some food for thought when planning out what all you want to cover in doing this. Acbooster (talk) 21:09, 15 January 2019 (UTC)


 * I think what is meant by "average crits" is to assume that, in the long run, crits show up with the frequency they're supposed to. So, just use the stated crit chance on the weapon (4% for most weapons I believe). If you swing a weapon that gets a crit 4% of hits five times, it's entirely likely you won't get any crits. You may even get 5 in a row, although that's obviously unlikely. But if you swing that weapon many thousands of times, as you might with some play styles, you should expect to see 4% of those swings produce crits, to a reasonable precision. What we can do then, to find the average damage with average amounts of crits, is to take a weighted average: .04*(critical hit damage) + .96*(normal hit damage) = average damage.
 * Since we're on the topic, i really don't think a "all crit" column is really necessary. The highest crit rate in the game is something like 30%, so you're never going to have a long run of many crits in a row. I don't feel it's helful info, even if it's interesting.
 * I also have a concern regarding how the base damage is to be calculated. For simple weapons like pre-hardmode swords, it seems obvious that we assume the weapon hits. But plenty of wepons have multiple damage modes, or even just several shots. Do we count all parts as having hit in the calculation? For instance, with Beam Sword, is the projectile included or not? And with Daedalus Stormbow, do we make the usually unreasonable assumption that all the arrows hit? If not, how many are assumed to hit? I think a more fleshed out set of rules are needed for calculating these values, but I don't feel I'm experienced enough to make them haha. Also, 1.4 comes out in less than 2 weeks as of my writing this, and it sounds like a lot of weapons are getting reworked, so dps calculations done now might be wrong soon. Jaekymba (talk) 01:29, 6 May 2020 (UTC)