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DPS calculator (damage per second)

The damage output of a weapon or ability: burst DPS (base damage × fire rate), the effective DPS once critical hits and headshots are averaged in, the sustained DPS that accounts for reloading, and the time-to-kill against a target's health. For theory-crafting FPS, RPG and MMO builds.

Enter Base damage per shot, Fire rate (shots/sec), Magazine size, Reload time (sec), Crit chance (%), Crit multiplier, Target HP (for TTK, optional) and the DPS calculator (damage per second) works out Burst DPS, Effective DPS (with crit), Sustained DPS (with reload), Time to kill (sec) straight away. For instance, with Base damage per shot = 30, Fire rate (shots/sec) = 10, Magazine size = 30, Reload time (sec) = 2.1, Crit chance (%) = 5, Crit multiplier = 1.5 and Target HP (for TTK, optional) = 200 it returns Burst DPS = 300, Effective DPS (with crit) = 307.5 and Sustained DPS (with reload) = 180.882.

How to use it

  1. Enter your values: Base damage per shot, Fire rate (shots/sec), Magazine size, Reload time (sec), Crit chance (%), Crit multiplier, Target HP (for TTK, optional).
  2. Read the result instantly: Burst DPS, Effective DPS (with crit), Sustained DPS (with reload), Time to kill (sec).

Frequently asked questions

How does the DPS calculator (damage per second) work?

It takes Base damage per shot, Fire rate (shots/sec), Magazine size, Reload time (sec), Crit chance (%), Crit multiplier and Target HP (for TTK, optional) and derives Burst DPS, Effective DPS (with crit), Sustained DPS (with reload) and Time to kill (sec) from them. The calculation is live as you type, so the result updates on every change.

Which values does the calculator ask for?

7 values: Base damage per shot, Fire rate (shots/sec), Magazine size, Reload time (sec), Crit chance (%), Crit multiplier and Target HP (for TTK, optional). Nothing else is required — no account, no file upload.

What does a typical calculation look like?

With Base damage per shot = 30, Fire rate (shots/sec) = 10, Magazine size = 30, Reload time (sec) = 2.1, Crit chance (%) = 5, Crit multiplier = 1.5 and Target HP (for TTK, optional) = 200, the calculator returns Burst DPS = 300, Effective DPS (with crit) = 307.5 and Sustained DPS (with reload) = 180.882. Those figures come from running this exact tool, so you can reproduce them by entering the same values.

How much does the result change with different inputs?

It moves a lot. Using Base damage per shot = 60, Fire rate (shots/sec) = 11, Magazine size = 60, Reload time (sec) = 4.2, Crit chance (%) = 10, Crit multiplier = 3 and Target HP (for TTK, optional) = 400 instead, Burst DPS goes from 300 to 660 — which is why it is worth testing a few scenarios rather than trusting a single figure.

What does it give for smaller values?

Scaled down to Base damage per shot = 15, Fire rate (shots/sec) = 9, Magazine size = 15, Reload time (sec) = 1.1, Crit chance (%) = 3, Crit multiplier = 0.8 and Target HP (for TTK, optional) = 100, Burst DPS comes out at 135. The relationship is worth checking at both ends before you rely on a single result.

When would I actually use this?

Comparing before committing: whether a build really does more damage, whether this season's ratio moved or just the sample size, what a currency bundle costs per unit, and what sensitivity keeps your aim identical after switching game.

What is the most common mistake?

Comparing two figures measured under different conditions. A ratio across two modes, a damage number with the reload left out, a sensitivity compared without matching the mouse's own resolution, a currency rate taken from a different pack size — each is arithmetic that is correct and a comparison that is not. Fix the conditions first, then compare.

What is the difference between the DPS calculator (damage per second) and the Game sensitivity converter?

This one returns Burst DPS and Effective DPS (with crit); the Game sensitivity converter returns Target sensitivity and cm / 360°. That is the whole difference — open the one whose figure you need.

Where do the figures come from, and how current are they?

Mostly arithmetic on figures you supply, with two exceptions that ship data of their own. The sensitivity converter carries each game's published horizontal yaw, and the currency converter carries one pack per game — a number of units and a price — read off the publisher's own US storefront, with the date it was read and an asterisk on the single rate no storefront confirmed. Both say so on their own page.

Further reading

All guides
How-toHow to Keep the Same Mouse Sensitivity Across GamesEvery game uses a different sensitivity scale. Convert with the yaw ratio, verify with centimetres per 360 degrees, and keep the muscle memory you spent months building.ExplainerA 1 % Drop Rate Does Not Mean One Hundred RunsAt 1 %, a hundred attempts give you 63.4 % — not certainty. Ninety per cent takes 230 attempts and ninety-nine takes 459, and more than a third of players are still empty-handed at a hundred.How-toHow to Make a Word Search That Is Actually Fun to SolveGrid size, word count, direction mix and filler letters all decide whether a word search is a two-minute chore or a satisfying puzzle. Here are the working ratios.GuideSudoku Rules and the Techniques That Actually Solve GridsOne rule, then five techniques in the order you should reach for them — from scanning to naked pairs and X-Wing. Plus the numbers behind the puzzle.How-toHow Much Laundry Detergent to Use: Load Size First, Water Hardness SecondA normal medium load in a high-efficiency machine works out at 37 ml. Load size swings that threefold; water hardness only 1.28-fold — and the tool's hardness input carries no units at all. Here are the scales and the conversions it leaves out.GuideA Numerology Chart Shows Seven Numbers and Four InputsLife path, expression, soul urge, personality, birthday, maturity, personal year. Everything comes from a day, a month, a year and a name — and two of the seven are arithmetic restatements of the others, which is worth knowing before reading them as seven separate findings.