Try to make sure that a row or column with your largest number is always full or close to full of numbers. Plan ahead - Your game will last longer if you look a couple of steps ahead to plan your moves. You can keep the game going by keeping the number of larger numbers to a minimum and keeping the board full of smaller numbers instead. Focus on keeping your large numbers in the chain described above. If you do, you’ll end up with a bunch of large-numbered tiles that can’t merge together. Don’t combine them all over the board without thinking. Stay organized! - Try to keep your larger numbers neat and organized. Once you get above 512, you may need to chain into the row next to the one you’re already using. Try to always keep this row full of numbers (even small ones) so that you can move safely in three directions. All of your biggest numbers should be in this row, from smallest to largest, to make it easier to merge tiles together. Don’t let your biggest number leave that corner unless you have no other choice!īuild a number chain - Once you’ve picked a corner, pick a row (or column) to chain numbers into. Once you’ve picked a corner, two directions will always keep your number in that corner, and the other two are risky to press without thinking. Most people pick the bottom right corner, but you could pick whichever corner feels good to you. The easiest way to do that is to pick a corner and focus on making that corner tile your highest number tile. Pick a corner - The goal is to make one tile 2048. Take a break every now and then for food and water. Swipe in any direction to move all of the numbers in that direction. Combine two of the same number to add them together. Over 30 seconds the spell average DPS would be 10.Try to get a single square to be 2048. Spell example: base damage is 100, rate of fire is 1 spell per second, "clip size" is 1, you have 10 second cooldown time, so that's 10 second "reload time". Adding reload time and magazine size complicates things significantly, hence the present calculator. Weapon example: base damage is 35, the rate of fire is 4 shots per second, so DPS is 35x4 = 140 damage per second. A weapon with a short clip, but a very fast reload time due to easier handling might be preferable to a weapon with a large magazine of say, 60 bullets, that takes 3-4 seconds to reload. Of course, it is the combination of the two that finally matters. The larger the magazine, the longer you can fire without reloading, while the faster the reload speed, the less time you lose each time you reload. In our DPS calculator we give you the option to enter magazine size and reload time and we calculate your DPS over a 30 second period, thus giving you a better idea of your sustained damage per second than simpler calculations. pure DPSĬalculating DPS is easy when you don't care for reloading, but in most games you should care, as the magazine size and reload speed can make a huge difference when DPS needs to be sustained over prolonged periods of time, such as when fighting a really tough enemy or a boss fight. Incorporating all of these complications into a formula would make it quite long, and we have not yet reached the biggest complication - reloads. Whether normal distribution or uniform distribution or some other distribution is used to determine the probability depends on each particular instance, so in our calculator we just give you a range as an output. On top of the above, weapons usually don't have a fixed damage per shot, but a damage range, say 42-46 means that the weapon can deal any amount of damage between these numbers. Also, elemental effects can hit certain enemies harder, while doing close to nothing to others, depending on elemental resistances. In most games elemental damage is not percent of base damage, but an additional source of damage, unlike critical dmg which is, most of the time, expressed as a multiplier of the base damage. Less common, but still widely encountered are elemental effect modifiers which work similarly to critical chance, but there are some differences. The most common ones are critical damage, usually trigger on a given percentage of the shots (critical chance) using an RNG or PRNG. However, games nowadays are much more complex, and weapons will often have various modifiers attached to them and the complexity of our damage calculator reflects that. The most generic damage per second formula is: single shot damage * shots per second = damage per second and it can be applied to many different situations.
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