Game damage per second (DPS) calculator

Your data

The flat amount is taken off each hit first, and the percentage is taken off what is left. Games do not all agree on that order, so it is worth checking against yours.

Results

Damage per second, once the target has taken its cut

On paper, with no crits and nothing in the way
What the crits are worth on their own
Damage of an average hit, after the cut
What that percentage does to the target's health
Seconds to bring it down

What each level of reduction is really worth

Damage cutHealth becomesYour damage per second

The average hit counts the critical and the ordinary hit separately, and takes the flat subtraction off each of them, which is not the same as taking it off the average. With a hit of twenty, a critical worth double and a flat subtraction of twenty five, the shortcut says nothing gets through at all, while in truth the criticals still land: a quarter of them for fifteen each.

None of this counts the things a spreadsheet cannot see: whether you are standing still long enough to swing, whether the target moves out of range, and whether a slower weapon wastes its last hit overshooting the kill. Damage per second is the ceiling, not the outcome.

Reactions

0

0 Comments

User profile image

Be the first to comment

Is a big slow hit better than a small fast one?

Against percentage reduction alone, no: two weapons with the same damage per second stay equal no matter how that damage is split up. The percentage takes the same share either way.

Against flat reduction the slow heavy hit wins, and not by a little. Take two weapons that both do a hundred damage per second, one hitting for twenty five times a second and the other for a hundred once a second. A flat reduction of ten takes fifty percent off the first and ten percent off the second.

So the answer depends entirely on what you are hitting, which is why this page asks for both kinds of reduction instead of one number.

Why is going from eighty to ninety percent reduction such a big deal?

Because reduction is really health in disguise. Cutting half the damage doubles how long you last; cutting three quarters quadruples it. The multiplier is one divided by what gets through.

At eighty percent the health is worth five times its number. At ninety percent it is worth ten times. So those ten points added five times the original health, while the eighty points before them had added only four. The last points are always the expensive ones, and always the ones worth buying.

How much is critical chance actually worth?

A critical chance of p with a multiplier of m turns the average hit into the plain damage times one plus p times m minus one. A twenty five percent chance to do double damage is a twenty five percent gain, not a fifty percent one.

That also means chance and multiplier are worth different amounts depending on what you already have. When the multiplier is only double, buying more chance is worth exactly a quarter as much per point as it would be at a multiplier of five.

Does it matter whether flat reduction comes before or after the percentage?

It matters, and this page takes the flat amount off each hit first, then the percentage off what remains. Not every game agrees, so it is worth a look at yours.

What matters more is that the flat amount comes off each hit separately rather than off the average. With a hit of twenty, a critical worth double and a flat reduction of twenty five, taking it off the average says nothing gets through. In truth the ordinary hits are stopped but the criticals are not: a quarter of them land for fifteen each, which is an average of three and three quarters a hit rather than nothing at all.