Average Damage Calculator
Enter your base damage, critical hit chance, and crit multiplier to see the average damage per hit — the expected number that blends ordinary hits with crits.
Expected damage per hit
Enter base damage, crit chance, and crit multiplier and the calculator returns the average damage a hit deals over many swings.
It's a long-run average
The result is the expected value across many hits — any single hit is either a normal hit or a full crit, never the average itself.
What is average damage?
The expected value of a hit
The average damage calculator turns three stats — your base damage, your critical hit chance, and your critical damage multiplier — into a single expected number: the average damage one hit deals once crits are mixed in. A critical hit fires only some of the time but lands for more, so the average sits between a normal hit and a full crit, weighted by how often a crit happens. It is the stat that lets you compare builds fairly, decide whether more crit chance or more crit damage helps you most, and feed a clean per-hit figure into a damage-per-second estimate.
Enter your base damage, crit chance, and crit multiplier to get the average damage per hit instantly.
Average damage is the base damage multiplied by an expected factor: a normal hit contributes its base, and a critical hit adds an extra share equal to the crit chance times the bonus the multiplier provides.
avg = base × (1 + crit% × (mult − 1))The term mult − 1 is the bonus a crit adds on top of a normal hit, and crit% is how often that bonus applies. Multiply them and add 1 to get the factor your base damage scales by. A crit chance of 0% leaves you at the base, while 100% crit chance scales the base by the full multiplier.
Suppose your weapon deals 100 base damage with a 25% critical hit chance and a 2× crit multiplier.
Find the crit bonus
2 − 1 = 1 — a crit adds one extra base-damage worth on top of a normal hit.
Weight it by the crit chance
0.25 × 1 = 0.25 — the expected bonus, since only a quarter of hits crit.
Scale the base damage
100 × (1 + 0.25) = 100 × 1.25 = 125 dmg — the average damage per hit.
The average damage is an expected value: over a long run of hits it blends the normal hits and the critical hits into one number you can plan around. With 100 base, 25% crit, and a 2× multiplier you average 125 per hit, but no single hit ever deals 125 — three out of four land for 100 and one in four lands for 200. The figure shines for comparing choices. Raising crit chance and raising the crit multiplier both lift the average, and which helps more depends on where you already sit: more crit chance pays off when your multiplier is high, while a bigger multiplier pays off when your crit chance is already high. Because the result is a clean per-hit number, you can multiply it by your attacks per second to estimate sustained damage, or pit two builds against each other to see which truly hits harder on average.
The formula is exact for the simple crit model, but real games add wrinkles worth keeping in mind.
Long-run average, simple crit model
This is a long-run average, so expect real variance per hit — short fights can swing well above or below it. The calculator also assumes a single flat crit multiplier and ignores crit-damage caps, diminishing returns, super-crits, conditional bonuses, and damage that scales with target health. Check how your game defines crit chance and crit damage, then feed in the effective values.