Musket Vs Bow: DPS In a Vacuum

TL;DR:

I don't care to read this wall of text, just give me the numbers.

At level 60 with equal weapons and 300 dex:

Bow quick shot: 1,891 damage per shot, 1,419 DPS.
Bow charged shot: 3,215 damage per shot, 1,365 DPS.

Musket standard shot: 2,364 damage per shot, 1,267 DPS.

THIS DOES NOT ACCOUNT FOR ANY PERKS OR SKILLS. JUST WEAPON DAMAGE ALONE.


There are a good few dozen threads comparing the two weapons, and each thread is based on the “feel” of the weapon. There are an incredible amount of variables in “feel” of a weapon, so I am making this thread to try and introduce some hard numbers into the mix and make it at least a little bit more statistical.

The way I am going to attempt to do this is by looking at numbers on paper, and draw conclusions from those. The game is, of course, extremely variable and there are a number of conditions that would make one better than the other in certain situations. A bow is preferable in AoE, for instance, and the musket is better when your target is 100m away.

However, these anecdotal situations are what I am trying to avoid here with this thread. The intent is to rule out as many variables as I possibly can to try and get some numbers down and see which is better in DPS on paper.

On paper is the key thing here. Yes, I know that you had 30 guys clumped up that one time once and therefore bow best because of poison shot et cetera. Not the point. We’re looking at numbers in a vacuum here. As a result, your mileage will obviously vary by personal skill, gear, situation, etc etc.


The variables we are going to be looking at include time per shot of both the quick and charged attacks of the bow, as well as the musket, using near identical tier 5 legendary weapons and Orichalcum ammo, with 300 dexterity as the assumption.

The reason I am going with this combination of items and attributes is because it becomes infinitely variable when you are comparing a level 34 to a 43 with different attributes, gear, et cetera. Again, trying to eliminate as many variables as possible. To that end, we will assume the two people being compared are level 60, have 300 dex, using weapons that are the same 600gs, with identical perks.

We will also assume both of these players are gods among us mortal men and hit 10 out of 10 headshots. This will allow us to apply any applicable headshot or crit damage bonuses.

We will NOT be including any perks, passives, abilities, or anything of the sort. Your build is up to you. This is comparing the raw damage of the normal attacks. If you would like to compare the damage abilities would do, feel free to take the numbers presented and do your own math to determine if your theory-crafted bow build is better than your theory crafted musket build or vise versa.


A couple of notes before we get on to the numbers:

  • The debug data displayed in game at the very top left has a time counter accurate to 0.001s, which made recording much easier. This timer is what was used to calculate the time of each shot.

  • In each of the clips, the video was stopped and time recorded on the frame where the 10th arrow hit the tree, or the same frame as the 10th muzzle flash was seen, as musket is hitscan and has no travel time. Refer to the next bullet point as to how this affects the seconds per shot.

  • The recording software used to compile the clips is rather lightweight. And will keep or remove up to 0.1s of footage that was either supposed to be included or clipped out. It’s not an incredibly accurate $5,000 editing software. As a result, each of the three clips is 0.1s longer or shorter than it should have been. That is for each clip, not each shot in the clip. There are 10 shots per clip. Therefore, each posted time per shot is +/- 0.01s. A variance that I find acceptable. This is most noticeable in the final musket shot, where only 9 shown shots were fired. There were 10, but the recording software clipped 0.1s more than it should have in this instance. The time calculated was done during the frame of the 10th muzzle flash, though the clip does not show it as it happened on the next frame after the cut. If this is unacceptable to you, feel free to do your own tests.

  • Information as to exactly how damage is calculated and how attributes apply to each weapon’s damage is still rather vague, and nobody knows exactly how damage is calculated. I will use the best information I have available to me as of the time of this post, but know that it may be inaccurate to some degree.

  • We will assume the target is an equal, level 60 PvE mob with a 20% damage resistance. In this way, we will not have to account for another player’s attributes, armor, scaling, et cetera. It is a very simple PvE DPS test against a mob of equal level with a static damage absorption. Much like the above reasons, this is so we can eliminate as many variables as possible in this compairson.

  • Rather than rely upon my own math, I will be using the damage calculation spreadsheet found HERE. This spreadsheet was found in Dukesloth’s community, and I highly recommend checking him out for more numbers and spreadsheets and what have you. I have used my own character as a litmus test, (level 46, 202 dex, 165 base weapon damage musket) and plugged into the numbers and found it arrived at the correct 766 damage as shown in game. Therefore, I find it to be a reliable calculator.

  • The rest of the damage formula will be calculated based upon this video by Pritch. This is, to my knowledge, the best damage calculation formula to date and is the most reliable (that has been made to my knowledge.) As we’ll not be accounting for perks, abilities, et cetera, it’s a very simple formula. I will notate next to each perk or bonus which part of this calculation it applies to. As a quick reference:

WeaponDamage * Ammo Damage * Damage Modifier * Crit Damage * Damage Reduction = Damage

Damage / Time Per Shot = DPS.

With all of that out of the way, and hopefully assuaging as many “yeah but what about XYZ situation” as I possibly can… Onto the numbers.


Dexterity:

Dexterity adds 0.9% damage per allocated attribute. There are diminishing returns, which is handled by the calculator noted above. The additional perks gained at 50, 100, 150, 200, 250, and 300 that are relevant to the Bow and Musket in this test include:

  • +5% Thrust Damage: Part B

  • +10% Bonus Headshot Damage: Part B

There are other perks that would be applied, but since we are assuming both players are getting 10 of 10 headshots, +5% crit and guaranteed crits after rolling etc are irrelevant.


Time Per Shot:

TL;DW:

Bow Quick Shot: 1.332 seconds per shot
Bow Charged Shot: 2.3537 seconds per shot
Musket: 1.865 seconds per shot.


Bow:

Capture

Weapon damage after level and 300 dex: 1,124

+5% Thrust Damage (Dex Perk): Part B
+10% Headshot Damage (Dex Perk): Part B
+20% Damage from Orichalcum Arrow: Part B
+14% Headshot Damage (Vorpal): Part B
+11% Crit Damage (Vicious): Part D

  • Quick Shot Damage Formula:
    1,124 * 1.49 * 1 * 1.4116 * 0.8 = 1,891 Damage
    1,891 Damage / 1.332s per shot = 1,419 DPS

  • Charged Shot Damage Formula:
    1,124 * 1.49 * 1.7 * 1.4116 * 0.8 = 3,215 Damage
    3,215 Damage / 2.3537s per shot = 1,365 DPS


Musket:

Capture

Weapon damage after level and 300 dex: 1,405

+5% Thrust Damage (Dex Perk): Part B
+10% Headshot Damage (Dex Perk): Part B
+20% Damage from Orichalcum Cartridge: Part B
+14% Headshot Damage (Vorpal): Part B
+11% Crit Damage (Vicious): Part D

  • Standard Shot Damage Formula:
    1,405 * 1.49 * 1 * 1.4116 * 0.8 = 2,364 Damage
    2,364 Damage / 1.865s per shot = 1,267 DPS.

Conclusions:

I am well aware Bow has a perk that increases Charged Shot damage by 30%, and that musket can gain 45% empower instantly via it’s perks. There are many more beneficial perks than those. And I am well aware that inclusion of these perks will drastically alter these dps numbers. But I am also aware there are a thousand and one possible ways to build each of these weapons, and to try and account for every possible build is beyond the scope of this post. Your build is up to you. Take these numbers presented if you find them sufficiently accurate, and use them in your theorycrafting. In that way, you can determine your own best build.

With that in mind. In a vacuum, on paper, the bow comes out on top. With it’s charged shot dps being 7.73% higher than musket, and it’s quick shot dps being 12% higher.

5 Likes

Damage is better, but in the end of the day it’s how many shots you can hit. I love the bow, but its slow projectile flight causes a lot of misses vs musket. You will hit far more shots successfully with a musket vs a bow.

I’m also noticing a lot of hit box issues with bow. I haven’t played musket since the first couple days of the game, but I don’t recal having the issues I am with arrows going through the body of the target as if it wasn’t there. Also noticing that the arrows hit more invisible walls than a musket does.

2 Likes

Sorry but you have to red-do your tests. On the video you didn’t load your bow fully. And the passive of “heavy” won’t apply there. The “white” arrow is bugged. Doesn’t means it’s fully charged. After it lights up you still need like 0. 5 sec to fully charge. I’ve tested it over and over again. Also the bow does an unnoticeable animation when it’s really fully charged. Your welcome :slight_smile: I wanted to report this but dunno where!

2 Likes

Quality content. If you have a reddit account, please post this in the newworld sub so it can be saved and easily looked up.

1 Like

I don’t. Feel free to copy paste it if you want

I don’t think that your analysis and calculations are enough. It’s the same gear, you need to engage with content and make some tests. The strategy of coming from damage formulas and using basic attacks is not stupid but simply not enough to jump to conclusions, however you can’t compare weapons(especially ammos ones), only from their basic attacks, wich are btw not that far aways as well.

What you did is emulating a compounded dps value(what you get on a wow weapon for example), It says a lot of blank “white” attacks but it doesn’t mean much overall especially when the weapons have different mechanics, You noticed that kind of in your own thread, and yet you minimized it for dunno why reasons. Different players have different gameplays but they have a gameplay nonetheless, nobody plays on pure white hits alone.

You also took in consideration orichalcum ammos, you know if it multiplies both dps by 1.2 you could have skipped it ^^’

1,124 * 1.2 =/= 1,405 * 1.2.

Well done my friend, but it’s maybe because 1.124 =/= 1.405.

1 Like

Could be, yeah. Could be indeed. And when one weapon has a base damage higher than the other, a 20% damage buff from the ammo will affect one weapon more than it will the other. If skipped it would skew everything.

Proportions are the same but I get what you mean. Don’t worry meta will be figured out pretty soon, this game sits on top of too little content, 1 or 2 weeks from now it will be figured out. Naively I think that bow is a bit stronger for your every day PvE and musket seems pretty good in organised mass pvp due to what it can do in a blob. But I’m just scratching the end game anyway and I’m not fond at all of the pvp of this game(yet maybe, but it has a long way to go, as there are lots of glaring issues others than just pvp still lurking around)

If you played both weapons, these have definitely not the same “feeling” and from what I’ve tested and seen from party members in later djs, bow seems better to me there.

these have definitely not the same “feeling” and from what I’ve tested and seen from party members in later djs

Which is the exact opposite of what this thread was intended to address. And was addressed in the first sentence of the op.

If you took two players, one with a musket and one with a bow, stuck them in identical gear, with identical stats, with mirrored weapons, and both players were good enough to hit 10 of 10 head shots, which would deal more damage.

This is incorrect. This is no different than hitscan vs projectile in FPS titles. You have to train yourself to hit those shots and in the end, projectiles end up being more forgiving.

This is awesome. Im trying to try out the other weapons after being sword main for a while. Gonna try rapier/musket and i was curious how the difference compares if its even worth trying out musket over bow.

Looks like the dmg difference isn’t that huge – but at least it isn’t anything crazier!

Thanks a lot for the resarch

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