DPS Calculator (Damage per Second with Crits)
Damage per second from base damage or a min–max range, flat and percentage bonuses, “more” multipliers, attack speed or RPM, crits, headshots or weak spots, multi-hit attacks, magazine and reload, damage over time and target mitigation — burst and sustained DPS, time to kill, a hit-outcome table and the best next stat upgrade.
How it works
Base per hit = (base or (min + max) ÷ 2 + flat) × (1 + Σ increased%) × Π more · crit factor = 1 + crit chance × (crit multiplier − 1) · weak-spot factor = 1 + weak-spot share × (weak multiplier − 1) · per swing = base × crit factor × weak-spot factor × hits per attack × hit chance · burst DPS = per swing × attacks/s · sustained DPS = burst × (magazine ÷ attacks/s) ÷ (magazine ÷ attacks/s + reload) · DPS vs target = sustained × (1 − mitigation) + DoT · TTK = HP ÷ DPS
Damage per second multiplies how hard each hit lands by how often you attack, then weights it by the chance to hit and to crit. Most action RPGs and shooters split additive “increased” bonuses, which are summed before they multiply, from rarer “more” multipliers, which multiply each other — that is why one 20% more modifier can beat a pile of increased damage. Critical hits and headshots act as expected-value multipliers of 1 + chance × (multiplier − 1). Shotguns and multistrike skills multiply the hits per attack. Guns and cooldown skills spend part of each cycle reloading, so the calculator shows both burst DPS (while firing) and sustained DPS (averaged over firing and reloading); a spell with a cooldown is a one-shot magazine with the cooldown as the reload. Target armour or resistance then removes a fraction, damage over time is added on top, and time to kill is the target’s health divided by the result. The upgrade table recomputes the whole build with each stat bumped, so you can see which upgrade raises DPS the most at your current numbers.
Worked example
120 base + 15 flat, 60% increased and a 1.2× more multiplier make a 259-damage hit; 25% crit chance at 200% raises the average to 324, and 1.4 attacks a second at 95% accuracy give 431 DPS — 302 against a target with 30% mitigation, so 25,000 HP dies in about 83 seconds (117 attacks). At these stats +10% attack speed (+10%) beats +10% crit chance (+8%). Give the same weapon a 12-round magazine and a 2-second reload and it fires 8.57 s out of every 10.57 s, so sustained DPS drops to 245.
Frequently asked questions
Should I use average or max weapon damage?
Use the average, (min + max) ÷ 2, because DPS is an expected value. Turn on the min–max range option to enter both numbers; the calculator averages them and also shows the weakest and strongest single hit for one-shot checks.
What is the difference between burst and sustained DPS?
Burst DPS is your damage while you are actually attacking. Sustained DPS averages in reloads or cooldowns. A gun that empties a 30-round magazine in 3 s and reloads for 2 s keeps only 60% of its burst DPS over a long fight.
How do I enter a gun’s rate of fire in RPM?
Switch the attack speed unit to “per minute (RPM)” and type the rounds per minute; 600 RPM is 10 attacks a second. Put the magazine size and reload time under More options for sustained DPS.
How do headshots and crits combine?
Enter the share of landed hits that hit the head or weak spot and its multiplier. The calculator multiplies the headshot and crit multipliers together for hits that are both; if your game adds them, the result is slightly high.
How do damage-over-time effects fit in?
Enter their damage per second under More options. They are added after hit damage, do not crit or scale with attack speed, and can be set to ignore the target’s mitigation.
What is the difference between “increased” and “more” damage?
Increased modifiers are added together first: 30% + 30% = ×1.6. More modifiers multiply each other: two 30% more give 1.3 × 1.3 = ×1.69. That is why each more modifier is worth more than an increased one with the same number.
Related calculators
Generic game-mechanics maths; individual games apply their own rounding, caps, diminishing returns and hidden modifiers, so use this to compare builds rather than as an exact in-game value.