What this calculator does
Damage per second is the number that lets you compare two weapons that do not look comparable. A slow weapon that hits for 400 and a fast one that hits for 90 are indistinguishable until you fold in how often each swings. DPS does that, and adding crit chance and crit multiplier folds in the third variable that usually decides it.
The figure here is sustained DPS: what you do over a long fight, averaged. It deliberately ignores reloads, cooldowns, wind-up and ammunition, because those are build-specific and would turn one number into ten. Treat it as a comparison tool between options, not as a prediction of a specific fight.
The formula
Crits are averaged rather than simulated. If you crit a quarter of the time for double damage, then across many hits one in four does 2× and three in four do 1×, which averages to 1.25× the base. In general the average hit is damage × (1 + crit chance × (crit multiplier − 1)), and DPS is that figure multiplied by attacks per second. The crit multiplier is the total, so a weapon that does double damage on a crit has a multiplier of 2, not 1.
| Term | Meaning |
|---|---|
| Damage per hit | The non-critical damage of one hit, after armour and resistances if you want a real-world figure. |
| Attacks per second | How many hits land each second. A 600 rpm weapon is 10 per second. |
| Crit chance | The probability any given hit crits, as a percentage. |
| Crit multiplier | Total damage on a crit relative to a normal hit. 2 means double. |
The inputs explained
| Field | What to enter |
|---|---|
| Damage per hit | Base damage of a single non-critical hit. If you want DPS against a specific target, subtract its mitigation first. |
| Attacks per second (/s) | Attacks per second. Divide a rounds-per-minute figure by 60. |
| Crit chance (%) | Crit chance as a percentage. Values above 100 are treated as 100. |
| Crit multiplier (×) | Total crit damage as a multiple. A game that calls this "+100% crit damage" means a multiplier of 2. |
When to use it
Comparing two weapons
Put each weapon in turn and compare the DPS line. This is the only honest way to compare a slow high-damage weapon with a fast low-damage one, because the per-hit numbers tell you almost nothing on their own.
Deciding between crit chance and raw damage
Gear choices often come down to more base damage or more crit. Run both and compare. The rule of thumb is that crit chance is worth more when your multiplier is high, and raw damage is worth more when it is low, and the calculator shows you exactly where the crossover sits for your numbers.
Sanity-checking a build guide
Guides quote DPS figures that often assume perfect uptime. Entering the same inputs here gives you the theoretical ceiling, which is a useful upper bound even though no real fight reaches it.
Worked examples
Every figure in the tables below is produced by this page’s own calculator at build time, so the numbers and the tool always agree. Select any row to load that scenario.
How much DPS does crit chance actually add?
Crit chance rises from none to guaranteed, with everything else held still.
| Crit chance | Damage per second | Average damage per hit | Gain from crits |
|---|---|---|---|
| 0% | 300.00 | 120.00 | 0.000% |
| 10% | 330.00 | 132.00 | 10.0% |
| 25% | 375.00 | 150.00 | 25.0% |
| 50% | 450.00 | 180.00 | 50.0% |
| 75% | 525.00 | 210.00 | 75.0% |
| 100% | 600.00 | 240.00 | 100.0% |
Is crit damage better than crit chance?
Here the chance is fixed at a quarter and the multiplier changes instead.
| Crit multiplier | Damage per second | Gain from crits |
|---|---|---|
| 1.5× | 337.50 | 12.5% |
| 2× | 375.00 | 25.0% |
| 2.5× | 412.50 | 37.5% |
| 3× | 450.00 | 50.0% |
| 4× | 525.00 | 75.0% |
Questions
Does this include reloads and cooldowns?
No. It is sustained DPS assuming you keep attacking. Reloads, cast times and resource limits are build-specific, and folding them in would make the number harder to compare rather than easier.
My game says "+150% crit damage". What do I enter?
A multiplier of 2.5. Games that quote crit damage as a bonus mean on top of the normal hit, so +100% is a multiplier of 2 and +150% is 2.5.
Should I subtract armour first?
If you want DPS against a particular target, yes. Put the post-mitigation damage into the damage field. The effective HP page works the reduction out from an armour rating.
Why is my real damage lower than this?
Missed shots, movement, target armour and downtime all cut into it. Treat this as the ceiling you are measuring against rather than what you should expect in a fight.
Once you have a DPS figure, time to kill turns it into how long a specific target survives, and effective HP shows how much armour inflates that target's health pool.