DPS Calculator
Accuracy multiplies everything.
Work out DPS. Accuracy multiplies everything. Reports the spread, not only the average.
Damage per second
225
125 average per hit · 1.8 hits land per second
Accuracy multiplies everything, which is why it is so often the strongest single stat. 80% accuracy removes a fifth of all damage regardless of how large the hit is, and no amount of critical damage compensates for a swing that misses entirely. DPS is an average over a long fight. Short fights are dominated by variance and by burst — a build with lower sustained DPS and a large opening burst frequently wins encounters that end in a few seconds. Nothing here models resistances, armour, damage-over-time, cooldowns or downtime between attacks. Real DPS in most systems is well below the theoretical figure, and the gap is usually the interesting part.
How the DPS Calculator works
Damage per second from base damage, attack speed, accuracy and crits, with time to kill. Accuracy multiplies the whole result, which is why it is so often the strongest single stat.
Also known as: dps calculator with accuracy · time to kill calculator · does accuracy matter more than damage · compare weapon dps
Frequently asked questions
How is DPS calculated?
Average damage per hit, times accuracy, times attacks per second. Crits raise the average hit and accuracy scales the whole thing.
Why does accuracy matter so much?
Because it multiplies everything. 80% accuracy removes a fifth of all damage regardless of how large the hit is, and no amount of critical damage compensates for a swing that misses.
Is higher DPS always better?
For long fights, mostly. Short fights are dominated by burst and variance — a build with lower sustained DPS and a large opening can win encounters that end in seconds.
What does this not include?
Resistances, armour, damage over time, cooldowns and downtime between attacks. Real DPS is well below the theoretical figure, and the gap is usually the interesting part.
How do I compare weapons with different speeds?
On DPS rather than damage per hit. A slow heavy weapon and a fast light one can have identical DPS and behave completely differently against armour, interrupts and dodges.
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