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Autistic Stock Wep DPS

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Feb 16th, 2018
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  1. Autistic stock weapon max damage per second (Note that these numbers assume all weapons hit point-blank for maximum damage possible, don't take into account reload time and ignore critical hits in most cases. They also do not take into account projectile travel time for weapons such as the Rocket Launcher, so numbers may be higher than is actually possible.)
  2.  
  3. Scout:
  4. Scattergun- 168 DPS
  5. Pistol- 129.4 DPS
  6. Bat- 70 DPS
  7.  
  8. Soldier:
  9. Rocket Launcher- 140 DPS
  10. Shotgun- 144 DPS
  11. Shovel- 81.25 DPS
  12.  
  13. Pyro:
  14. Flamethrower- 173.3 DPS
  15. Shotgun- 144 DPS
  16. Fire Axe- 81.25 DPS
  17.  
  18. Demoman:
  19. Grenade Launcher- 166.67 DPS
  20. Stickybomb Launcher¹- 100.35 DPS
  21. Bottle- 81.25 DPS
  22.  
  23. Heavy:
  24. Minigun- ~520 DPS
  25. Shotgun- 144 DPS
  26. Fists- 81.25 DPS
  27.  
  28. Engineer:
  29. Shotgun- 144 DPS
  30. Pistol- 129.4 DPS
  31. Wrench- 81.25 DPS
  32. Sentry Gun (Lv 1)- 64 DPS
  33. Sentry Gun (Lv 2)- 128 DPS
  34. Sentry Gun (Lv 3 bullets)- 128 DPS
  35. Sentry Gun (Lv 3 rockets²)- 50 DPS
  36.  
  37. Medic:
  38. Syringe Gun- 120 DPS
  39. Medigun- Can't deal damage idiot
  40. Bonesaw- 81.25 DPS
  41.  
  42. Sniper:
  43. Sniper Rifle (unscoped bodyshots)- 33.33 DPS
  44. Sniper Rifle (uncharged headshots)- 88.24 DPS
  45. Sniper Rifle (fully charged bodyshots)- 31.25 DPS
  46. Sniper Rifle (fully charged headshots)- 93.75 DPS
  47. SMG- 120 DPS
  48. Kukri- 81.25 DPS
  49.  
  50. Spy:
  51. Revolver- 103.45 DPS
  52. Sapper (to buildings)- 25 DPS
  53. Knife (not counting backstabs)- 50 DPS
  54.  
  55. ¹ Stickybombs take an additional .135 seconds to detonate, in addition to the 0.7 second activation time (before the detonation can be triggered) and the 0.6 second firing speed. The number given assumes takes all these into account and also assumes that the stickies do maximum damage (144) each detonation, which is rare.
  56. ² Rockets from level 3 sentry guns are fired at a rate of 1 every 3 seconds. Falloff on rocket damage is calculated based on the distance from the engineer to the target, not the sentry gun to the target. The number given assumes the rockets deal maximum damage with no falloff occurring.
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