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MasterMath

DPS Calculator

The real damage per second of your build, treating critical strike as what it is — an average — and accounting for the target armour.

Damage per second

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Damage per second—
DPS after armour—
Average damage per hit—
Critical multiplier effect—
Armour mitigation—
Better to raise—
Time to kill—

How this was worked out

    The formula

    DPS = damage × (1 + crit chance × (multiplier − 1)) × hits per second

    Where it comes from

    The commonest mistake in working out DPS is treating critical strike as if it multiplied your damage. It does not: it multiplies the share of hits that crit. A twenty-five per cent chance with a two times multiplier does not double your damage, it raises it by twenty-five per cent, because only one hit in four benefits. Armour works similarly: almost no game subtracts it, they apply it as a saturating fraction, and that gives it diminishing returns that the number on the item does not show.

    How to work it out by hand

    1. Work out the crit factor: 1 + chance × (multiplier − 1)
    2. Multiply base damage by that factor and by any bonuses
    3. Multiply by hits per second
    4. Apply mitigation: armour ÷ (armour + constant)

    What is worth knowing

    Comparing what one point of crit adds against one point of damage is what actually decides which stat to raise, and the answer changes with what you already have: with little crit, crit wins; past a certain point, base damage does. On armour, the constant varies enormously between games — a hundred is typical, but some titles use several thousand — and without it the armour number means nothing on its own.

    Frequently asked questions

    How do you calculate DPS?

    Average damage per hit, counting crit as an average, times hits per second.

    Does crit double my damage?

    No. With 25 % crit and a 2× multiplier, damage goes up 25 %, not 100 %.

    More crit or more damage?

    It depends on what you have. With little crit, crit wins; past a point, base damage does.

    How does armour work?

    Almost always as a fraction: armour ÷ (armour + constant). That is why it has diminishing returns.