DC Universe Online Weapons DPS List
DC Universe Online Weapons DPS List by tehm
This post is the finale to a series of posts that I made over on the powers board called (unsurprisingly) “Weapon Myths”. The intent of these posts was to compare every combo of every weapon (including the enforced sets granted by shapeshifting) apples to apples.
The math behind this might be a little cumbersome for some (~statistics 1110) but is completely open for review and available in the google docs database which can be found in this post. The short of it is that the numbers you see here were arrived at through statistical means and have calculated error between 4-10% at a 95% confidence threshold. The scalar error for any specific combo can be found in its corresponding cell in the database under the row labeled “Damage Error” and the percent error can be found in the cell directly below it labeled “Percent Error (Damage)”.
The times given were obtained through a combination of fraps analysis and simply performing the move in isolation as many times as possible in 60 seconds. If you think I am wrong on a time that I have listed PLEASE let me know. Unlike the damage numbers the time values error comes exclusively from my measurement–not only is error in these time measurements possible, it is guaranteed.
ALL weapon data is normalized against all other data. A 2.0x is a 2.0x regardless of which weapon you see it under. IE spamming RMB with brawling may seem slower than all get out but it’s doing exactly the same DPS as spamming RMB with pistol.
Brawling
- LMB | “Melee Combo” | 0.6 second animation | 1 hit | 1.3x BASE DPS
- RMB | “Ranged Attack” | 1.5 second animation | 1 hit | 1.0x BASE DPS
- [LMB] | “Lunge” | 0.8 second animtion | 1 hit | 1.5x BASE DPS
- [LMB]x2 | “Ground Pound” | 2.4 second animation | 2 hit | 1.5x BASE DPS
- LMB->[LMB] | “Double Fist” | 1.7 second animation | 2 hit | 1.3x BASE DPS
- LMB->[LMB]x2 | “Back Fist” | 3.3 second animation | 3 hit | 1.5x BASE DPS
- LMBx2->[LMB] | “Headbutt” | 2.3 second animation | 3 hit | 1.4x BASE DPS
- LMBx2->[LMB]x2 | “Punt” | 3.4 second animation | 4 hit | 1.5x BASE DPS
- LMBx3->[LMB] | “Launching Upper” | 3 second animation | 4 hit | 1.7x BASE DPS
- (LMB->[LMB])x2 | “Launching Upper” | 3.3 second animation | 4 hit | 1.8x BASE DPS
- LMBx3->[LMB]x2 | “Haymaker” | 4.5 second animation | 5 hit | 1.8x BASE DPS
- (LMB->[LMB])x2->[LMB] | “Haymaker” | 4.8 second animation | 5 hit | 1.8x BASE DPS
- [RMB] | “Block Breaker” | 2.0 second animation | 1 hit | 1.5x BASE DPS
Rifle
- RMB | “Grenade” | 1.0 second animation | 1 hit | 1.4x BASE
- LMB | “Melee Combo” | 0.5 second animation | 1 hit | 1.2x BASE
- LMBx5 | “Melee Combo+” | 3.5 second animation | 5 hit | 1.2x BASE
- [RMB] | “Auto Fire” | 0.5 second animation | 1 hit | 1.3x BASE
- [LMB] | “Lunge” | 1.0 second animation | 4 hit | 1.5x BASE
- LMB->[LMB] | “Overhead Smash” | 1.5 second animation | 2 hit | 1.7x BASE
- [RMB]^ (close) | “Flame Thrower” | 3.0 second animation | 8 hit | 1.9x BASE
- [RMB]^ (far) | “Rolling Barrage” | 1.5 second animation | 2 hit | 1.6x BASE
- [RMB]v (close) | “Flip Burst” | 1.5 second animation | 3 hit | 1.6x BASE
- [RMB]v (far) | “Mortar” | 1.2 second animation | 1 hit | 2.1x BASE
Pistol
- RMB->RMB->RMB | “Ranged Combo” | 1.0 second animation | 3 hits | 1.0x BASE DPS
- [RMB] | “Full Auto” | 0.5 second animation | 1 hit | 1.2x BASE DPS
- RMB->[LMB] | “Jump Shot” | 1.2 second animation | 6 hit | 1.5x BASE DPS
- RMB->[RMB] | “Slip Shot” | 1.8 second animation | 3 hit | 1.3x BASE DPS
- [LMB] | “Lunge” | 1.3 second animation | 2 hit | 1.7x BASE DPS
- SPECIAL | “Magnum” | 1.3 second animation | 2 hit | 1.9x BASE DPS
- LMB->[LMB] | “Lifting Strike” | 1.3 second animation | 2 hit | 1.5x BASE DPS
- LMBx3 | “Combo” | 1.9 second animation | 3 hit | 1.2x BASE DPS
- SPECIAL | “Sweep Shot” | 2.3 second animation | 15 hit | 5.9x BASE DPS
- LMB->[LMB]x2 | “Loft Shot” | 3.3 second animation | 6 hit | 1.5x BASE DPS
NOTES: Magnum shot and sweep shot are both special and can come from more than one combo therefor their numbers are for the finisher itself and do not include the introductory part (as that is variable). For all other combos the animation times and values assume the initial moves as well.
Primal Wolf
- LMB | “Combo LMB” | 0.5 second animation | 1 hit | 0.5x BASE DPS
- RMB | “Combo RMB” | 0.5 second animation | 1 hit | 1.3x BASE DPS
- [LMB]->RMB | “Lunge-switch” | 1.2 second animation | 2 hit | 1.4x BASE DPS
- [RMB]->LMB | “Block Break-switch” | 1.7 second animation | 2 hit | 1.4x BASE DPS
- [LMB]->LMBx3 | “Lunge final” | 3.2 second animation | 4 hit | 1.9x BASE DPS
- [RMB]->RMBx3 | “B.B. final” | 3.3 second animation | 4 hit | 2.0x BASE DPS
- [LMB]->RMBx3 | “Lunge->BB” | 3.2 second animation | 4 hit | 2.0x BASE DPS
- [RMB]->LMBx3 | “BB->Interrupt” | 3.2 second animation | 4 hit | 1.9x BASE DPS
One Hander
- LMBx4 | “Combo LMB” | 1.7 second animation | 4 hit | 1.1x BASE DPS
- LMBx5 | “Combo+” | 3.0 second animation | 6 hit | 1.1x BASE DPS
- RMB | “Ranged Attack” | 0.7 second animation | 1 hit | 1.0x BASE DPS
- [LMB] | “Lunge” | 1.0 second animation | 1 hit | 1.6x BASE DPS
- LMB->[LMB] | “Air Launch” | 1.0 second animation | 2 hit | 1.6x BASE DPS
- LMBx2->[LMB] | “Spin Chop” | 2.1 second animation | 3 hit | 1.7x BASE DPS
- LMBx3->[LMB] | “Flurry” | 3.1 second animation | 7 hit | 1.3x BASE DPS
- LMBx3->[LMB]x2 | “Flurry->Cleave” | 3.3 second animation | 8 hit | 1.7x BASE DPS
- LMBx4->[LMB] | “Flip Slash” | 3.2 second animation | 6 hit | 1.8x BASE DPS
- [RMB] | “Block Breaker” | Variable | 1 hit |~1.0x BASE DPS
Two Hander
- RMB | “Ranged Attack” | 0.6 second animation | 1 hit | 1.0x BASE DPS
- LMBx4 | “Melee Combo” | 3.0 second animation | 4 hit | 1.2x BASE DPS
- LMBx5 | “Melee Combo” | 4.0 second animation | 5 hit | 1.4x BASE DPS
- [LMB] | “Lunge” | 1.1 second animation | 1 hit | 1.0x BASE DPS
- [LMB]->LMB | Lunge->1 hit | 1.7 second animation | 2 hit | 1.3x BASE DPS
- [LMB]->LMBx2 | Lunge->2 hit | 2.7 second animation | 3 hit | 1.1x BASE DPS
- [LMB]->LMBx2->[LMB] | Doom Spin | 10 second animation | 21 hit | 1.1x BASE DPS
- [LMB]x2 | Big Scoop | 2.2 second animation | 2 hit | 1.4x BASE DPS
- [LMB]x3 | Home Run | 3.3 second animation | 3 hit | 1.6x BASE DPS
- [LMB]x4 | Mega Smash | 6 second animation | 4 hit | 2.1x BASE DPS
- [RMB] | “Block Breaker” | Variable | 1 hit | ~1.0x BASE DPS
Dual Wield
- RMB | “Ranged Attack” | 0.5 second animation | 1 hit | 1.0x BASE DPS
- LMB | “Melee Combo” | 0.5 second animation | 1 hit | 1.1x BASE DPS
- [LMB] | “Lunge” | 0.8 second animation | 1 hit | 1.6x BASE DPS
- LMB->[LMB] | “Whirlwind Overstrike” | 1.5 second animation | 2 hit | 1.5x BASE DPS
- LMBx2->[LMB] | “Whirlwind Overstrike” | 2.0 second animation | 3 hit | 1.2x BASE DPS
- LMB->[RMB] | “Low Whirling Arc” | 2.0 second animation | 2 hit | 1.6x BASE DPS
- LMBx2->[RMB] | “Low Whirling Arc” | 2.5 second animation | 3 hit | 1.5x BASE DPS
- LMBx3->[LMB] | “Melee Knockdown” | 2.8 second animation | 4 hit | 1.5x BASE DPS
- LMBx4->[LMB] | “Melee Knockdown” | 3.3 second animation | 5 hit | 1.4x BASE DPS
- LMBx5->[LMB] | “Melee Knockdown” | 3.8 second animation | 6 hit | 1.4x BASE DPS
- LMBx3->[RMB] | “Standard Whirling Arc” | 3.0 second animation | 4 hit | 1.6x BASE DPS
- LMBx4->[RMB] | “Standard Whirling Arc” | 3.5 second animation | 5 hit | 1.5x BASE DPS
- LMBx5->[RMB] | “Standard Whirling Arc” | 4.0 second animation | 6 hit | 1.5x BASE DPS
- LMBx6->[LMB] | “Dual Flurry” | 4.3 second animation | 7 hit | 1.6x BASE DPS
- LMBx7->[LMB] | “Dual Flurry” | 4.7 second animation | 8 hit | 1.6x BASE DPS
- LMBx8->[LMB] | “Dual Flurry” | 5.1 second animation | 9 hit | 1.6x BASE DPS
- LMBx6->[RMB] | “Heavy Whirling Arc” | 4.5 second animation | 7 hit | 1.6x BASE DPS
- LMBx7->[RMB] | “Heavy Whirling Arc” | 5.0 second animation | 8 hit | 1.6x BASE DPS
- LMBx8->[RMB] | “Heavy Whirling Arc” | 5.5 second animation | 9 hit | 1.5x BASE DPS
- LMBx9->[RMB] | “Punishing Whirling Arc” | 6.0 second animation | 10 hit | 1.6x BASE DPS
- LMBx9->[LMB] | “Ultra Flurry” | 10.0 second animation | 29 hit | 1.2x BASE DPS
- LMBx10 | “Flying Spin Attack” | 5.5 second animation | 10 hit | 1.2x BASE DPS
Martial Arts
- RMB | “Ranged Attack” | 0.4 second animation | 1 hit | 0.8x BASE DPS
- LMBx5 | “Melee Combo” | 2.7 second animation | 5 hit | 1.1x BASE DPS
- [LMB] | “Axe Kick” | 1.5 second animation | 1 hit | 1.6x BASE DPS
- LMB->[LMB] | “Knee Launch” | 1.3 second animation | 2 hit | 1.4x BASE DPS
- LMBx2->[LMB] | “Cartwheel Kick” | 2.2 second animation | 3 hit | 1.5x BASE DPS
- LMBx3->[LMB] | “Elbow Drop” | 2.9 second animation | 4 hit | 1.6x BASE DPS
- LMBx4->[LMB] | “Spinning Punch” | 3.1 second animation | 5 hit | 1.6x BASE DPS
- LMBx5->[LMB] | “Smoke Bomb” | 4.0 second animation | 6 hit | 1.2x BASE DPS
- [RMB] | “Heavy Shuriken” | 1.1 second animation | 1 hit | 1.6x BASE DPS
- [RMB]x2 | “Shuriken Storm” | 2.0 second animation | 5 hit | 1.7x BASE DPS
- [RMB]x3 | Enhanced Shuriken Storm | 3.0 second animation | 6 hit | 1.8x BASE DPS
Staves
- LMB | “Melee Attack” | 0.5 second animation | 1 hit | 1.1x BASE DAMAGE
- RMB | “Ranged Attack” | 0.5 second animation | 1 hit | 1.0x BASE DAMAGE
- [LMB] | “Sweeping Slice” | 1.5 second animation | 1 hit | 1.1x BASE DAMAGE
- LMB->[LMB]->LMB | “Martial Flowers” | 2.8 second animation | 8 hit | 1.3x BASE DAMAGE
- [LMB]x2->LMB | “Martial Flowers” | 3.6 second animation | 8 hit | 1.3x BASE DAMAGE
- LMBx5 | “Pressing Roundhouse” | 3.0 second animation | 5 hit | 1.4x BASE DAMAGE
- LMB->[LMB]->LMBx3 | Martial->Roundhouse | 4.4 second animation | 10 hit | 1.4x BASE DAMAGE
- [LMB]x2->LMBx3 | Martial->Roundhouse | 5.4 second animation | 10 hit | 1.4x BASE DAMAGE
- LMBx3->[LMB]->LMB | “Downward Smash” | 4.2 second animation | 5 hit | 1.7x BASE DAMAGE
- LMB->[LMB]x4 | “Leaping Overhead” | 6.0 second animation | 15 hit | 1.6x BASE DAMAGE
- [LMB]x5 | “Leaping Overhead” | 7.0 second animation | 15 hit | 1.6x BASE DAMAGE
The launcher thing on the left appears to NOT be a combo. Instead it seems to make the combo Martial->Roundhouse above have an additional property that says if the opponent is knocked into the air by that final kick then a quick LMB will function the same as a LMB->[LMB] but without the damage or frames of the LMB. Seems pretty useless to me but w/e.
BUG
- LMB x3 | “Melee Attack” | 2.0 second animation | 3 hit | 1.2x BASE DAMAGE
- RMB | “Ranged Attack” | 0.4 second animation | 1 hit | 0.8x BASE DAMAGE
- [LMB] | “Special Attack” | 1.4 second animation | 1 hit | 1.5x BASE DAMAGE
- LMB->[LMB] | “Kick Flip” | 1.7 second animation | 3 hit | 1.7x BASE DAMAGE
- LMBx2->[LMB] | “Uppercut” | 2.4 second animation | 3 hit | 0.9x BASE DAMAGE
- LMBx3->[LMB] | “Kick Flip” | 3.4 second animation | 5 hit | 1.4x BASE DAMAGE
- [RMB] | “Acid Spray” | 2.0 second animation | 4 hit | 0.8x BASE DAMAGE
- [RMB]:LMB->[LMB] | “Acid Spray->Kick Flip” | 2.6 second animation | 7 hit | 1.7x BASE DAMAGE
NOTE: Bug suffers the 35% damage cut from being in healer role and is vulnerable to controllers even though it shows the shield icon.
NOTE 2: To clarify this means that Kick Flip (a 1.4x combo) is equivilent dps to pressing roundhouse from staves (another 1.4x combo) as used in human form + healer role. IE the 35% damage cut can be ignored because it affects all weapons equally.
Gorilla
- LMB x5 | “Melee Attack” | 5.0 second animation | 5 hit | 2.0x BASE DAMAGE
- RMB | “Earth Slam” | 2.0 second animation | 1 hit | 1.8x BASE DAMAGE
- [LMB]x3 | “Huge Kick” | 3.7 second animation | 3 hit | 3.0x BASE DAMAGE *
NOTE: Gorilla does NOT suffer the 35% damage cut from being in healer role, and is NOT vulnerable to controllers.
*: Don’t get too excited… this is equivilent to spamming a 2.0x combo in dps role with the 50% mod (which you can’t have in gorilla).
Bow
- RMB | “Ranged Combo” | 0.5 second animation | 1 hit | 1.0x BASE DPS
- LMB x4 | “Melee Combo” | 3.0 second animation | 4 hit | 1.2x BASE DPS
- RMB->LMB | “Impact Arrow” | 1.7 second animation | 2 hit | 1.3x BASE DPS
- [LMB] | “Lunging Stab” | 1.4 second animation | 1 hit | 1.6x BASE DPS
- LMB->[LMB] | “Kip Up” | 1.2 second animation | 2 hit | 1.4x BASE DPS
- LMB->[LMB]->[RMB] | “Volley” | 2.6 second animation | 6 hit | 1.4x BASE DPS
- LMBx2->[LMB] | “Arrow Fling” | 1.8 second animation | 3 hit | 1.6x BASE DPS
- LMBx3->[LMB] | “Bow Slam” | 2.4 second animation | 4 hit | 1.5x BASE DPS
- RMBx3->[RMB] | “Flurry” | 2.8 second animation | 7 hit | 1.5x BASE DPS
- [RMB]^ | “Explosive Shot” | 1.5 second animation | 1 hit | 1.5x BASE DPS*
- [RMB]v | “Arrow Storm” | 1.5 second animation | 4 hit | 1.4x BASE DPS*
- [RMB] | “Long Draw” | 1.5 second animation | 1 hit | 1.5x BASE DPS
- “The thing where you tack an explode shot onto a full charge long draw” | 1.9x BASE DPS
- “The thing where you tack an arrow storm onto a full charge long draw” | 1.8x BASE DPS
- LMBx3->[LMB]->[RMB] | Bow Slam->Flurry | 3.9 second animation | 8 hit | 1.6x BASE DPS
* With the correct input timing you can make Explosive Shot/Arrow Storm be 1 second animations but this appears to be a weird case of either animation canceling or just frame inputs and so is not appropriate for the “uncanceled” values imo.
Handblasters
- RMBx3 | “Ranged Combo” | 1.5 second animation | 3 hit | 0.9x BASE DPS
- LMBx3 | “Melee Combo” | 2.0 second animation | 3 hit | 1.2x BASE DPS
- [LMB] | “Leap Attack” | 1.8 second animation | 1 hit | 1.6x BASE DPS
- RMB->LMB | “Flame Thrower” | 2.6 second animation | 5 hit | 1.5x BASE DPS
- RMBx2->[RMB] | “Tesla Arc” | 4.3 second animation | 26 hit | 2.0x BASE DPS *
- LMB->[LMB] | “Fist Slam” | 1.8 second animation | 2 hit | 1.5x BASE DPS
- LMBx2->[LMB] | “Uppercut” | 2.3 second animation | 5 hit | 1.6x BASE DPS
- RMBx3->[RMB] | “Scissor Kick” | 2.5 second animation | 4 hit | 1.3x BASE DPS
- [RMB(clipped)]->[RMB] | “Meteor Blast” | 2.0 second animation | 2 hit | 1.7x BASE DPS
- [RMB(clipped)]->RMB | “Solar Flame” | 2.5 second animation | 2 hit | 1.5x BASE DPS
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