DPS Calculator (Damage Per Second)
Calculate and compare damage per second for two builds or weapons, including crits, skills, cooldowns, uptime, and enemy mitigation.
Build A
After all flat bonuses
e.g. 1.5 hits/s
Time actually hitting
Skill / burst damage (optional)
Use this for skills with cooldowns (e.g. ultimate, grenade, burst combo).
If cooldown is 0 or damage is 0, skill DPS is ignored.
Build B
After all flat bonuses
e.g. 2 hits/s
Time actually hitting
Skill / burst damage (optional)
Use this for skills with cooldowns (e.g. ultimate, grenade, burst combo).
If cooldown is 0 or damage is 0, skill DPS is ignored.
Comparison summary
Enter stats for both builds to see which one has higher DPS.
How this DPS calculator works
This DPS (damage per second) calculator is game-agnostic: it works for MMOs, ARPGs, looter shooters, MOBAs, and any game where you can estimate your damage per hit and attack speed. It supports:
- Base damage per hit and attacks per second (APS)
- Critical chance and critical damage multiplier
- Optional skill / burst damage with cooldown
- Uptime (how often you are actually hitting the target)
- Enemy damage reduction (DR) to approximate armor/resistance
- Side-by-side comparison of two builds or weapons
1. Basic DPS formula
The simplest DPS formula is:
DPS = damage_per_hit × hits_per_second
For example, if you hit for 100 damage and attack 1.5 times per second:
DPS = 100 × 1.5 = 150
2. Including critical hits
Most games have critical hits that deal extra damage. Let:
- C = crit chance (0–1)
- M = crit multiplier (e.g. 2.0 for 200% damage)
- D = base damage per hit (non-crit)
The average damage per hit including crits is:
avg_damage_per_hit = D × (1 − C) + D × M × C
Then:
raw_DPS = avg_damage_per_hit × attacks_per_second
3. Skill / burst DPS with cooldown
For skills with cooldowns (e.g. ultimate, grenade, burst combo), you can approximate their DPS as:
skill_DPS = skill_damage_per_use ÷ cooldown_seconds
The calculator adds this to your auto-attack DPS:
total_raw_DPS = auto_attack_DPS + skill_DPS
4. Uptime and enemy damage reduction
Real fights have movement, mechanics, and downtime. If you only hit the boss 70% of the time, your effective DPS is lower.
- U = uptime (0–1)
- DR = enemy damage reduction (0–1)
The calculator uses:
effective_DPS = raw_DPS × U × (1 − DR)
Total damage over a fight of duration T seconds is:
total_damage = effective_DPS × T
5. Comparing two builds or weapons
The comparison panel shows:
- Which build has higher effective DPS
- The absolute DPS difference
- The percentage difference
- How much extra damage the stronger build deals over the chosen fight duration
This is useful for deciding between:
- High-damage, slow weapons vs. low-damage, fast weapons
- Crit-focused builds vs. flat damage or elemental builds
- Different rotations or talent setups
Worked example
Suppose you have two swords:
- Sword A: 120 damage, 1.4 APS, 30% crit, 2.0× crit multiplier
- Sword B: 90 damage, 2.0 APS, 15% crit, 1.8× crit multiplier
Sword A
avg_hit_A = 120 × (1 − 0.30) + 120 × 2.0 × 0.30 = 120 × 0.7 +
240 × 0.3 = 84 + 72 = 156
raw_DPS_A = 156 × 1.4 ≈ 218.4
Sword B
avg_hit_B = 90 × (1 − 0.15) + 90 × 1.8 × 0.15 = 90 × 0.85 +
162 × 0.15 = 76.5 + 24.3 = 100.8
raw_DPS_B = 100.8 × 2.0 = 201.6
Sword A has higher raw DPS. If both have 90% uptime and the enemy has 20% damage reduction:
eff_DPS_A = 218.4 × 0.9 × 0.8 ≈ 157.25
eff_DPS_B = 201.6 × 0.9 × 0.8 ≈ 145.15
FAQ
What does DPS mean in games?
DPS stands for damage per second. It is a measure of how much damage you deal on average every second. Players use DPS to compare weapons, builds, skills, and rotations, and to optimize their performance in raids, dungeons, and boss fights.
Is higher DPS always better?
Higher DPS is usually better for pure damage roles, but it is not the only thing that matters. Survivability, utility, crowd control, and mechanics can be more important in some encounters. Also, burst damage (high damage in a short window) can be more valuable than sustained DPS in fights with short burn phases.
How accurate is this DPS calculator?
This tool gives a theoretical average based on your inputs. Real combat has RNG, movement, missed attacks, mechanics, and buffs from teammates. For the most accurate results, combine this calculator with in-game combat logs or parsers and adjust your inputs (uptime, DR, skill damage) to match real fights.
Can I use this for DoT (damage over time) builds?
Yes. For DoTs, you can:
- Convert the DoT into DPS (total DoT damage ÷ duration) and add it to your base damage per hit, or
- Treat the DoT as a “skill” with damage equal to the full DoT and cooldown equal to its duration.
Either way, you get an approximate DPS contribution from your DoTs that you can compare between builds.