Effective DPS Calculator
Enter base damage, attacks per second, crit chance, and crit multiplier.
Result
How it is calculated
First the raw output: base DPS = base damage × attacks per second. Then the average effect of crits: crit factor = 1 + (crit chance ÷ 100) × (crit multiplier − 1). Crit chance is a percentage (30 means 30%), and the multiplier is the total factor on a crit (1.8 means a crit does 180% of normal damage, not 180% extra). Effective DPS = base DPS × crit factor. The crit bonus shown is (factor − 1) × 100, the percentage gain over base DPS. Base damage and attack speed must be above zero. The tool does not cap crit chance at 100%, so a larger value inflates the result; it also ignores armor, resistances, damage over time and any other bonus.
Worked example
A weapon does 85 base damage at 1.4 attacks per second with a 30% crit chance and a 1.8 crit multiplier. Base DPS: 85 × 1.4 = 119.00. Crit factor: 1 + 0.30 × (1.8 − 1) = 1 + 0.30 × 0.8 = 1.24. Effective DPS: 119 × 1.24 = 147.56 DPS. The crit bonus is 24.00%, so on average the weapon deals about a quarter more damage than its tooltip suggests.
Common mistakes
- Entering crit chance as a fraction (0.3) instead of a percentage (30). Typing 0.3 means a 0.3% chance and the bonus almost vanishes.
- Entering the extra crit damage as the multiplier. If the game says +80% crit damage, the multiplier is 1.8, not 0.8 or 80.
- Putting in a crit chance above 100%. Most games cap it at 100%, but this tool does not, so the result would overstate your damage.
- Treating the figure as burst or per-hit damage. It is an average over many hits and a single fight can land well above or below it.
- Comparing weapons with different attack speeds using only the tooltip hit damage; the attacks per second term is what makes the fair comparison.
About this calculator
In games with critical hits, the number on a weapon's tooltip — base damage × attacks per second — understates real damage output, because a percentage of hits land as boosted critical strikes. Effective DPS corrects for this by blending normal and critical damage according to how often crits actually happen.
The formula is effective DPS = base damage × attacks per second × (1 + crit chance × (crit multiplier − 1)). A weapon doing 100 damage at 2 attacks per second with a 25% crit chance and a 2× crit multiplier deals 100 × 2 × (1 + 0.25 × 1) = 250 effective DPS — a 25% boost over its raw tooltip number of 200.
Gamers and theorycrafters use this to compare two weapons or builds fairly — a lower base-damage weapon with a high crit chance and multiplier can out-DPS a higher base-damage weapon with no crit stats, and the raw tooltip numbers alone won't show that.
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