- Damage per hit
- 150
- Attacks per second
- 1.6/s
240.00DPS
Open with these values240.00DPS
Result: 240.00 DPSDamage per second is one multiplication: the damage of a single hit times the number of hits that land each second. A weapon hitting for 150 at 1.6 attacks per second does 240 DPS. Treat it as a ceiling — misses, armour and reloads all pull the number you see in a fight below it.
Held fixed: Damage per hit 150.00.
| Attacks per second (/s) | Result (DPS) |
|---|---|
| 0.50 | 75.00 |
| 1.00 | 150.00 |
| 1.50 | 225.00 |
| 1.60Your value | 240.00 |
| 2.00 | 300.00 |
| 2.50 | 375.00 |
| 3.00 | 450.00 |
240.00DPS
Open with these values37.50DPS
Open with these values800.00DPS
Open with these valuesDPS = damage per hit × attacks per second
The number assumes every hit lands at full value with no gaps in between. Misses, reloads, cast wind-up, movement, enemy armour and damage falloff all pull the real output below it.
A faster weapon empties its magazine sooner, and the reload that follows is not in this figure. Two builds with the same 240 DPS can deliver very different damage before they have to stop.
This is the base rate from hit damage and attack speed alone. To fold crits in, work out your average damage per hit first and enter that value instead.
DPS multiplies the two, so 20 % more attack speed and 20 % more damage per hit each lift it by 20 %. Which one to chase depends on the rest of your kit.
The result is 240 DPS, so I deal 240 damage every second.
That is the ideal with no misses and no reloads. Live output sits below it, often well below.
Faster attacks are always better than harder hits.
DPS multiplies both, so equal percentage gains are worth the same. Flat on-hit bonuses favour speed, percentage hit bonuses favour hard hits.
I entered my critical hit damage, so this is my real DPS.
Enter the average damage per hit, with crits already weighted in. Otherwise you get the DPS of a build that crits on every swing.
| Damage, attacks/s | Typical weapon | DPS |
|---|---|---|
| 75, 0.5 | Slow two-handed weapon | 37.50 |
| 100, 1 | One hit per second, the baseline | 100.00 |
| 150, 1.6 | Assault rifle | 240.00 |
| 200, 2 | Hard hitter, twice a second | 400.00 |
| 250, 3.2 | Fast high-damage build | 800.00 |
Multiply the damage of a single hit by how many hits land each second: DPS = damage per hit × attacks per second. For example, a weapon that deals 150 damage per hit at 1.6 attacks per second has 150 × 1.6 = 240 DPS.
DPS stands for damage per second — the steady rate at which a weapon, ability or build deals damage. It lets you compare options on one fair scale: a fast weapon that hits for a little and a slow weapon that hits for a lot can land on the same DPS.
DPS multiplies the two, so a gain in either raises it by the same proportion — 20 % more attack speed and 20 % more damage per hit both lift DPS by 20 %. Which to prioritise depends on the rest of your kit: flat bonuses, on-hit effects and critical-hit scaling favour faster attacks, while bonuses that add a percentage of hit damage favour harder hits.
No, it gives the base DPS from damage per hit and attack speed only. To fold in critical hits, work out your average damage per hit first and enter that value as the damage per hit.
Calculated DPS is a theoretical ceiling that assumes every hit lands at full value. Real output is reduced by misses, enemy armour and resistances, damage falloff at range, reload or cast wind-up, and ability cooldowns. Treat the number as a clean comparison between builds rather than a promise of live damage.
Information, not professional advice.
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