How to Calculate Dps with Fire Rate and Damage

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Combat DPS Calculator

Raw Burst DPS: 0.00
Average DPS (with Crits): 0.00
Sustained DPS (with Reloads): 0.00

How to Calculate DPS with Fire Rate and Damage

In gaming and combat simulation, Damage Per Second (DPS) is the primary metric used to determine the effectiveness of a weapon or build. To calculate basic DPS, you need two fundamental numbers: the damage dealt by a single hit and the number of hits delivered per second.

The basic formula for DPS is:

DPS = Damage per Hit × Shots per Second

Factoring in Critical Hits

Most modern RPGs and shooters include a critical hit system. To find your Average DPS, you must account for the statistical weight of these higher-damage shots. The formula for Average Damage per Hit is:

  • Average Hit = Base Damage × (1 + (Crit Chance % × (Crit Multiplier – 1)))

For example, if you do 100 damage with a 20% crit chance and a 2x multiplier, your average hit is 120 damage. Multiply this by your fire rate to find your true average DPS.

Sustained DPS vs. Burst DPS

Burst DPS represents the damage you deal while the trigger is held down and the magazine is full. However, Sustained DPS is a more accurate measure for long boss fights because it accounts for the time spent reloading.

The calculation for Sustained DPS is:

Sustained DPS = (Total Mag Damage) / (Time to Empty Mag + Reload Time)

Practical Example

Imagine a rifle with the following stats:

  • Damage: 40
  • Fire Rate: 10 shots/sec
  • Mag Size: 50 rounds
  • Reload: 2 seconds

The Burst DPS is 400 (40 * 10). To find the Sustained DPS, we calculate it takes 5 seconds to empty the mag (50 rounds / 10 rounds per sec). Total cycle time is 7 seconds (5s shooting + 2s reloading). Total damage per cycle is 2,000 (50 * 40). 2,000 / 7 = 285.7 Sustained DPS.

function calculateDPS() { var dmg = parseFloat(document.getElementById('damagePerHit').value) || 0; var rate = parseFloat(document.getElementById('fireRate').value) || 0; var critC = (parseFloat(document.getElementById('critChance').value) || 0) / 100; var critM = parseFloat(document.getElementById('critMult').value) || 1; var mag = parseFloat(document.getElementById('magSize').value) || 0; var reload = parseFloat(document.getElementById('reloadTime').value) || 0; // 1. Raw Burst DPS (No crits, no reloads) var rawBurst = dmg * rate; // 2. Average DPS (Including Crits) // Avg Damage per Hit = Base + (Bonus Crit Damage * Probability) var avgHit = dmg * (1 + (critC * (critM – 1))); var avgDpsValue = avgHit * rate; // 3. Sustained DPS (Including Reloads) var sustainedDpsValue = 0; if (mag > 0 && rate > 0) { var timeToEmpty = mag / rate; var totalCycleTime = timeToEmpty + reload; var totalMagDamage = mag * avgHit; sustainedDpsValue = totalMagDamage / totalCycleTime; } else { sustainedDpsValue = avgDpsValue; // Fallback if no mag data } // Display Results document.getElementById('rawBurst').innerText = rawBurst.toLocaleString(undefined, {minimumFractionDigits: 2, maximumFractionDigits: 2}); document.getElementById('averageDps').innerText = avgDpsValue.toLocaleString(undefined, {minimumFractionDigits: 2, maximumFractionDigits: 2}); document.getElementById('sustainedDps').innerText = sustainedDpsValue.toLocaleString(undefined, {minimumFractionDigits: 2, maximumFractionDigits: 2}); } // Initial calculation calculateDPS();

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