The RTSC Guide to Dawn of War
Part 12: DPS
Number numbers numbers numbers

DoW Basics Resourcing Tiers Overwatch Infiltration Micro Armour Turrets Stances Top
Builders Squads Morale Macro DPS Shortcuts

DPS stands for Damage Per Second. Its a concept Relic seems to use to describe its units for its games, and DPS was used to show how powerful various spaceships were in Homeworld 2. Instead of smothering you in a shopping list of numbers describing all the turrets, missiles and point defences on a capital ship, players were presented with a single number that summarised the collective output of all the ship's weapons, averaged over one second of game time. It was both useful as a rough guide to how powerful the ship was, and completely useless in telling you anything really that useful. Mighty DPS values couldn't disguise the fact that a swarm of small fighters could nibble a Vaygr Battleship to death.

DPS is something that is also big in serious Dawn of War fan circles. Its a golden number used to describe what the average amount of damage that this weapon actually does compared to what the game interface tells you. It's the result of calculating any given weapon's attack values, firing rate, accuracy, and penetration values against the different armour types (all fourteen of them) found in the game. Most of the DPS values known about the game have been generated by dedicated fans using the RDN modding tools or by homemade editing tools to unpack and then decipher the game's data files. The most famous DPS charts are Excedrin's, the player who broke the ice and created the first online DPS charts. They've been cited in balance debates (and a more than just a few flame wars) ever since.

This Guide makes use of them, although I've spent a fair bit of time reading game files myself and then comparing them with other DPS charts to see if they're consistent. Numbers are all very beguiling, but not necessarily useful in an actual game. They only show a tiny aspect of the unit you're playing, and don't factor in unit behaviour, path finding, tactics or your own ineptitude! Dawn of War is a game that you still play largely by practice and feel. For the most part it makes some sense... kinda. You'll come across curious anomalies as you play, where units like Fire Dragons can melt concrete buildings and armoured vehicles very quickly but an entire squad can hardly touch a lowly builder. Never mind that their "Fusion Guns" spray a fire storm that looks like it'd vaporise a normal human into a puff of oily smoke, FIre Dragons have little discernable effect on regular infantry.


Base DPS

This is how the game calculates basic averaged firepower of a Dawn of War weapon. Our example will be the Space Marine's basic Bolter Gun. Numbers for this weapon have been taken straight from the game files themselves. For the record, I used Spooky's RAT to break open the original Relic files and then Cucc's RGDEdit to read the actual .rgd data files themselves. These days, though, I'm switching to Corsix's excellent Mod Studio.

Note: a lot of values in the tables have long strings of decimals after them; most of the data is edited and compiled by software, not directly established by hand. I'm rounding off all of them to one, or maybe two decimal places. Given the hands on, free-for-all nature of this game, its a futile exercise getting pedantic about exact numbers.


Base DPS

Base DPS is the average damage output of a weapon per second, before it hits the target. It's worked out as...

Base DPS = Damage * accuracy / reload time.

Damage Damage is how much hurt a particular weapon puts out before accuracy and armour piercing gets to it. All weapons in DoW have four damage values.

Min_damage and Max_damage: These two damage values describe the weapon's firepower in hit points. The game engine rolls dice, and picks a value between Min and Max with every shot, so no weapon ever quite fires the same value twice. For our example, Space Marine Bolters do 14.1 Min_damage and 17.2 Max_damage. Roughly speaking that's the same as saying they do 15.5 damage give or take 10%. Most weapons in DoW do this: they have a basic level of output with an even fluctuation either way. Seemingly arbitrary numbers like 15.5 are probably the result of many patches' worth of Relic game balancing. You can see the minimum and maximum in play in the game GUI.

Morale damage: The third damage value is the weapon's hit to the target squad's morale. Bolters take off 4 morale points with every hit on the target squad. Morale damage is not shown in the game GUI.

Min_Damage_Value: not to be confused with Min_Damage, Min_Damage_Value is the absolute minimum damage this weapon can do per hit. If an armour modifier reduces its effect to near zero, then the weapon defaults to its Min_Damage_Value. For SM Bolters, its 2.5 damage. If a Bolter hits something, its guaranteed to do at least 2.5 per hit, no matter what. Min_Damage_Value is not shown in the game GUI, either.

Accuracy

Accuracy is a modifier that determines how often the weapon hits or misses its target. Its a percentage. You get two accuracy modifiers. One is used for units standing still. Weapons are at their most accurate if the unit is stationery. SM Bolter accuracy is 0.6, or 60%, or: a Space Marine's bolter usually hits three out of five. But with the game engine dice rolling, it might hit only two. Or four. Or in less frequent occurrences, every time - or none.

The other is for moving. SM Bolter accuracy drops to 0.1, or 10% when fired on the move. 10% accuracy on the move is the big new patch feature in Dark Crusade. Nearly all ranged weapons, including vehicles, will miss 9 times out of 10 when running and gunning. (It had a lot of hard core Automatchers gnashing their teeth)

Reload Time

Reload is how frequently the weapon fires per second. SM Bolters reload in 0.5, or twice a second.

Base Damage

The "base" damage is simply the averaging of Min_Damage and Max_Damage, as modified by accuracy and fire rate. For SM Bolters, the Base DPS formula becomes...

Base DPS = Damage * accuracy / reload time

base DPS = ((14.1 + 17.2) / 2) * 0.6 / 0.5

Base DPS = 18.78

You do the same for Morale:

Base Morale DPS = Morale Damage * Accuracy / Reload

Base Morale DPS = 4 * 0.6 / 0.5

Base Morale DPS = 4.8


So every second, a Space Marine fires on average ~19/5 worth of hurt and morale damage at something with his basic Bolter. For a full squad of eight Marines that's approximately ~150/40 every second. You can compare these results in the game GUI. The game interface shows you minimum and maximum damage generated every second by just one member of the squad, but it doesn't factor in accuracy, nor armour piercing values. The GUI doesn't show you the effect any Squad Leaders or attached Heroes have, or the effect of any attack bonuses (i.e. Ork Mob Bonus, Chaos Bezerk Fury, etc). For units like the Big Mek's Mega-Blasta, or Tau Commander equipped with all his extra heavy weapons, it won't show you any of the added weapon values.

The GUI does reflect the updated effects of any research that permanently alters your base attack values. If you have Help messages turned on full, you can even see Relic's base DPS values for any Heavy Weapons you add to a squad in the Help text (also updated when permanent upgrades are applied). In the fan forums there's a fair bit of suspicion about how accurate the game GUI actually is. For the most part its accurate, but gives very little away.

One thing that becomes obvious to anyone paying attention is the huge discrepancy between what's advertised on the GUI against what actually goes on in the game. Very few units do anything near the damage that is shown against their targets, except in rare cirumstances.


Armour Piercing

What is happening is that for every single weapon, there are fourteen different Armour Piercing values for all fourteen armour types in the game. These modifiers reduce the damage output of the weapon down to the percentage shown. And all of them are used, without exceptions, for every kind of weapon, however obscure, in the game. For our humble Space Marine Bolter, the armour penetration values look like this when tabled:

Space Marine Bolter
Armour

Armour piercing

Revised DPS
inf_low
(builders)
46.7% 8.7
inf_med
(Cultists)
56.7% 10.6
inf_high
(ork Boyz)

51.9%

9.7
inf_heavy_med
(Marines, Raptors, Bezerkers)
60.3% 11.3
inf_heavy_high
(Terminators)

52.3%

9.8
monster_med
(Horrors, Kroot or Ogryns)
51.9% 9.7
monster_high
(Bloodthirster, Squiggoth

2.2%

2.5
Space Marine Bolter
Armour

Armour piercing

Revised DPS
Commander
(builders)
25.6% 4.8
vehicle_low
(Vypers, Landspeeders)
7.6% 2.5
vehicle_med
(Dreadnaughts, Wraithlords, Trakks)

24.5%

4.6
vehicle_high
(Baneblade, Land Raider)
0% 2.5
building_low
(Listening Posts, Plasma Gens)

40%

7.5
building_med
(Most buildings)
10.7% 2.5
building_high
(Headquarters)

0%

2.5

Actual DPS against a target reduces weapon damage to the percentage shown. If our SM bolter was shooting another Space Marine wearing their inf_heavy_med armour, it would only inflict 60.3% of its damage. (The number was actually 0.60333000, but it's rounded off and interpreted as a percentage) Thus:

Actual DPS

Actual DPS = Damage * Amour Piercing * accuracy / reload time

Actual DPS = ((14.1 + 17.2) / 2) * (60.3 / 100) * 0.6 / 0.5

Actual DPS = 11.3

Bolters might put out 18.78 DPS on average, but they only do 11.3 against other Marines (they're best target), a bit less against other infantry, and very little against anything else. Don't forget, if you have a full squad, all these numbers grow into more formidable values. A full squad of eight Marines is averaging about 80-90 damage a second, enough to skittle a Space Marine within a few seconds. This is especially true of light infantry like Guardians or Imperial Guardsmen, who seem to have minimal stats and yet can focus considerable firepower en mass..

Some armour piercing values are so low that the weapon does practically no damage. In these cases, the weapon defaults to its Min_Damage_Value. As mentioned above, for Space Marine Bolters, Min_Damage_Value is 2.5. The game engine will compare the actual DPS of a target against Min_Damage_Value, and use whichever's the highest.

A good rule of thumb is to assume that most weapons only do half or a third of that advertised in the game GUI against their intended targets, and a helluva lot less against things they're not "supposed" to work against.

For another rule of thumb, assume that all morale damage inflicted on enemy units is half of what these stats claim. For morale, all units have their own morale armour modifier. 99% of the time it seems to be an even 50% across all infrantry.

Not that you ever see morale stats in-game, but they are quoted frequently in DPS charts and used as discussion points in some fan based strategy and balance threads. Its no wonder DPS charts are such a big hit with the fans. Fan DPS charts usually just give you a single DPS value, without showing how that number came about. (They seem to like singular, magic numbers) Even so, most of these charts resemble a small phonebook (that probably explains why!).

But remember, DPS values are just averages. Averages are fictions; statistical creations. DPS doesn't mean a Space Marine Bolter hits for 11.3 against another Space Marine. There's a discrepancy between what the DPS average says and what goes on in-game, too. Bolters hits for only 8.5 to 10.4 per shot against the inf_heavy_med armour type, assuming it actually hit it in the first place. It still misses for 0! At 60% accuracy, and two and a half shots per second, it might just miss every shot in one second and do exactly nothing. Or - it might hit every time and do about 20 damage! For any ranged unit that fires rapidly, you can get a pretty good idea of what's going to happen. For our Space Marine Bolter it fires fast and accurately enough to get away with calculating a few DPS values and not being too surprised by the results in-game. But for slower moving, slower firing, more inaccurate units like the Orks, DPS can give you some highly misleading results. DPS can't factor in how a squad of waddling Orks navigates around a fight to swing their Choppas. While they do some great axe damage, they miss more often than not and tend to deliver less blows than their opponent.

Really, this long sojourn into number heaven does nothing except give us an indication of how powerful or useful or useless a weapon might be compared against specific types of targets. And its still not taking into account bonuses, spells, and upgrades, your own unit micro and the many other things that can completely negate the effects of many of these numbers.


General Links Mapping Links Banner & Badges DPS Links Info & Strategy Links Online Gaming Links Modding Links Misc Links Top

Dawn of War Number Crunchy Links
Here are the major sources of numbers and inside information generated by the Dawn of War community. When I'm not squinting at replays and trying out weird scenarios to see how the game actually behaves, I'm usually referring to these stats and figures.
dow.lerp.com Excedrin's excellent info and strategy site for Dawn of War and Winter Assault. It includes DPS charts for all the patches in the game, and accesses many player Ladders.Back
Patch changelogs

Here's a list of all the official Dawn of War change logs from 1.1 to Dark Crusade, as well as additional RelicNews forum threads over the years.

Dawn of War 1.1 changelog, and undocumented 1.1 changes.

Dawn of War 1.2 changelog.

Dawn of War 1.3 changelog and so numbers, more numbers and then things started to get ugly. Ork players felt totally shafted. Things got downright ugly on RelicNews - so much so that the Balance forums were create to contain it.

Winter Assault 1.4 changelog.

Winter Assault 1.41 changelog and some funny in-game numbers.

After what seemed like eternities of end level spammage, the Winter Assault 1.5 patch arrived. See also, the exhaustive SirNick's [1.5] Numbers You Won't See In The Changelog.

Winter Assault 1.51 Patch, surprising everyone by arriving mere weeks (and with community consultation this time) and fixing some urgent lag and balance issues.

Dark Crusade 1.0 changelog and Corsix's Dark Crusade DPS thread.

Slow_Runner's
DPS tables
A second opinion to Excedrin's famous DPS tables. Slow_Runner's pages include general numbers and data on all Winter Assault buildings and units plus all his Orky replays, great for any aspiring Orks out there.Back

DoW Basics Resourcing Tiers Overwatch Infiltration Micro Armour Turrets Stances Top
Builders Squads Morale Macro DPS Shortcuts


Back to Dawn of War Armour DoW Armour
DoW Stances On to Dawn of War Stances
Top of page Top

Last modified Thu, Nov 16 2006 by Lindsay Fleay