GamesUpdated · Aug 2026

DPS Calculator

Work out effective damage per second from attack speed, accuracy, crits, buffs, and mitigation, and compare two builds side by side with a time to kill.

~30s to useFormula and inputs shown·6 FAQs
Start with your numbers

DPS Calculator

Change the inputs that matter to your decision. Optional assumptions stay collapsed until you need them.

Build A

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Compare

OptionalThe target
OptionalConventions

Games disagree on what crit damage means. Say which yours uses.

Damage per second
Damage per second
178.13

178.13 damage per second, from an average hit of 125 at 1.5 attacks a second.

Build A DPS178.13
Average hit125
Against this target

No mitigation is applied, so this is damage dealt against an unarmoured target.

Damage breakdown
Build A — average hit125Before mitigation
Build A — hit after mitigation125
Build A — DPS178.13
Build A — crits per second0.36

Crit damage is read as a total multiplier: 2.0 means a crit deals twice a normal hit. If your game shows crit damage as +150%, switch conventions — read the wrong way round, the same number is out by a factor of two.

/ 01 · FAQ

Frequently asked questions

Practical notes about the inputs, assumptions, and result.

It depends on the game, and getting it backwards is out by a factor of two. Some games show crit damage as a total multiplier where 2.0 means a crit deals twice a normal hit; others show a bonus where +100% means the same thing. A tool that does not ask which convention you are using is ambiguous, so this one asks and states which it applied.

Because a miss deals nothing. At 80% hit chance you lose a fifth of your damage before any other calculation, which is often more than a crit stat is worth. A DPS figure that assumes every attack lands describes a fight you are not having, and it systematically favours high-damage low-accuracy builds.

Additive bonuses sum before they apply: two +50% additive buffs give ×2. Multiplicative bonuses compound: two +50% multiplicative buffs give ×2.25. Which kind a bonus is decides whether stacking more of the same stat is worth it or hits diminishing returns, and it is one of the most common sources of wrong build advice.

Because it is subtracted from every hit. A weapon hitting for 20 five times a second against 10 flat reduction loses half its damage; a weapon hitting for 200 once a second loses 5%. This is why fast and slow weapons are not interchangeable at the same nominal DPS, and it is a real decision the flat mitigation option lets you check.

The diminishing-returns form: damage reduced by armour ÷ (armour + K), where K is a constant your game sets. It is the most common shape, but the constant varies widely — often 100, sometimes scaled by level. Set the constant to match your game, or use percentage reduction if your game shows that directly.

Because 'which weapon is better' is the question DPS exists to answer, and comparing two numbers computed under different assumptions is where errors creep in. Both builds here are computed against the same target with the same mitigation and the same crit convention, so the difference between them is a real difference.

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