DPS Calculator

Compute your effective damage per second

How it is calculated

The tool first works out the average damage of one hit, then multiplies by how often you hit: avg_hit = damage × (1 + crit/100 × (crit_mult − 1)) and DPS = avg_hit × speed. Here damage is the non-crit damage of a single hit, speed is attacks per second, crit is the crit chance in percent (0–100) and crit_mult is the total multiplier a crit applies (2.5 means a crit deals 2.5 times normal damage, not 2.5 extra). Damage and speed must be above zero or no result is shown. Values are not clamped: a crit chance above 100 % or a multiplier below 1 is calculated literally, so check them yourself. Results are rounded to two decimals.

Worked example

A weapon hits for 250 damage, swings 1.8 times per second, crits 30 % of the time and crits for ×2.5. Crit bonus per hit: 0.30 × (2.5 − 1) = 0.45. Average hit: 250 × (1 + 0.45) = 362.50. DPS: 362.50 × 1.8 = 652.50. Without the crit part the same weapon would only do 250 × 1.8 = 450.00, so crits add roughly 45 % here.

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Common mistakes

  • Entering the crit multiplier as the bonus instead of the total: a game that says "+150 % crit damage" means a multiplier of 2.5, not 1.5.
  • Typing the crit chance as a fraction (0.3) instead of a percentage (30), which makes crits look almost irrelevant.
  • Using attack time (seconds per attack) in the speed field; it expects attacks per second, so a 0.5 s swing is 2.
  • Comparing two weapons by hit damage alone; the average hit already includes crits, and a slower weapon can still win on DPS or lose on it.
  • Expecting the tool to cap crit chance at 100 %: it does not, so stacking bonuses beyond 100 % gives an inflated figure.

About this calculator

This calculator computes effective damage per second (DPS) = hit damage × attacks per second × (1 + crit chance × (crit multiplier − 1)), folding critical hits into a single average output rather than just multiplying base damage by attack speed, since a weapon that crits rarely but hard needs the same expected-value math as one that crits often but small.

Players min-maxing gear loadouts in RPGs, MOBAs, and looter-shooters use this formula to compare two weapons or builds fairly — a slow weapon with high crit multiplier can out-DPS a fast weapon with no crit bonus, which raw damage-per-hit numbers alone don't reveal — and game designers use the same math when balancing weapon stats against each other.

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