Damage Per Second
Calculator
Results
- Base damage per second
- 375
- Effective damage per second
- 468.75
- Average damage per hit
- 562.5
- Attacks per second
- 0.833333
Gaming results
| Base damage per second | 375 |
| Effective damage per second | 468.75 |
| Average damage per hit | 562.5 |
| Attacks per second | 0.833333 |
formula-map diagram
- Base damage per second
- 375
- Effective damage per second
- 468.75
- Average damage per hit
- 562.5
- Attacks per second
- 0.833333
Game math relationship
Formula
DPS = damage × [1 + c × (m − 1)] ÷ interval= 375
Note
This is a simplified model: it applies the standard probability or game-math formula to the numbers you entered. Real games add pity systems, drop-rate tiers, rounding, server-side variance and balance patches, so treat the result as an estimate rather than a guarantee.
More in Gaming and probability
See all →Frequently asked questions
How is DPS calculated from a weapon's stats?+
Base DPS is damage per hit multiplied by attacks per second (or divided by the time between attacks); for weapons with variable damage, average damage per hit is used, and for hit-chance-dependent attacks, that probability is factored in as well.
Why does a slower weapon sometimes have higher DPS than a faster one?+
DPS depends on the product of damage and attack speed, not either alone — a weapon that hits twice as hard but half as often has identical DPS to one that hits half as hard twice as often, so raw hit damage alone doesn't tell you which weapon is stronger.
Does this calculation account for critical hits?+
A full DPS calculation should blend critical and non-critical damage by their probability of occurring — average damage per hit becomes (crit chance × crit damage) + (non-crit chance × base damage) — rather than using either base or critical damage alone, which would misrepresent actual output.
How do damage-over-time effects factor into DPS?+
DoT effects add their own damage-per-second contribution on top of direct-hit DPS, calculated as the DoT's total damage divided by its duration; sustained DPS in a real fight should sum direct damage and any active DoT effects together.
Why might my in-game DPS meter show a different number than this calculation?+
In-game meters measure real combat, which includes missed attacks, target movement, downtime reloading or repositioning, and buffs or debuffs that change over the fight, while a theoretical DPS calculation usually assumes ideal, uninterrupted conditions.