A guide to D.P.S basics
D.P.S stand for Damage per second, and is a theoretical indication of the damage output of a unit. Contrary to to other systems where damage is constant COH2 uses a probability systems that depends on R.N.G. (random number generator). Because of this actual result can be allot different from the theoretical numbers, although unit A has better dps than unit B good RNG result might help unit B win an engagement.
There are 4 basic different weapon types in coh2
Small arms (in most cases everything up to mgs)
Ballistics (mainly tank guns, atgs...) (wrong term since most of this weapon use direct fire and not indirect)
Explosives (mostly artillery, grenades...)
Flame weapons (flamer, incendiary grenades...)
DPS in small arms:
DPS equation has a number of factor and can be be broken down to the following:
(chance to hit) (chance to damage) (rate of fire) (damage)
The factor that affect these variables in most cases is range...in fights at longer ranges units have less DPS.
Chance to hit:
Chance to hit depends mostly "target size" (higher better), Weapon accuracy (higher better), target's received accuracy modifier (higher better, mostly affected by cover). It maximum value can be 100%.
most of these factor can be affected by auras and other buffs.
(Better means better DPS)
Chance to damage depends mostly on "target armor" (lower better) (available to shock troops, heavy engineers, vehicles) and weapon penetration (Higher better).
Rate of Fire (ROF)
Rate of fire is an indication of attack speed, and there allot of factor so I simplify thing a bit. Unit need some time to acquire a target or change a target, some time between firing a shot or a burst (cooldown) and some time to change magazine (reload). These times are affect but a number of factor like auras, bulletins and moving.
There is also a difference between automatic weapons and rifles. Rifle will fire one round cooldown fire another cooldown until the magazine is out and then will reload, automatic will bust a number of bullets (depending on firerate and burst duration) cooldown, burst...unitl magazine runs out and then reload. So depending how other a weapon has to reload cooldown or reload have different importance on overall DPS.
Damage is the actually damage a bullet will do, some weapon can critical and kill instantly.
All this factors combined give you the DPS of a unit in small arm fire. Will get to other weapons type later...