Avg DPS
DPS or Damage per Second is a measure of a weapon or spell's damage output over time.
Neither Max DPS nor Min DPS are particularly useful. A player never hardly ever hits their Min or Max damage, but generally somewhere in the middle. Over a long period, the damage should average somewhere midway between the Min and the Max Damages.
This "midway point" would be the Average Damage per Second or Avg DPS.
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Miniumum and Maximum Damage
Unfortunately, the basic calculation for Min Damage and Max Damage appears to vary by some unknown factors that the Devs would probably be unwilling to share. As a result the Avg DPS calculations will make use of minimum and maximum damage values provided by the
As of build 100:
- Melee Damage appears to increase with increasing STR, but varies to degree possibly by speed and 1-handedness or 2-handedness.
- Ranged Damage appears to increase with increaseing AGI, but varies to degree possibly by speed and 2-handedness or eventually 1-handedness.
- +DPS or +% to all Slashing/Piercing/Crushing Attacks appears to have a normal affect to the basic Min. and Max. Damages.
Basic Avg DPS
Assuming a player doesn't take into account misses,
the equation for calculating Avg DPS (Average Damage per Second) is:
| For Single Weapons: |
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| For Dual Wielding: |
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Example - Single Wield Avg DPS
For example a Ranger:
- From his character sheet:
- Min Damage = 2000 and Max Damage = 4000
- Attack Speed = 0.30 seconds / attack
| Avg DPS = | 2000 + 4000 |
| 2 x 0.30 | |
| Avg DPS = | 10000 DPS |
Example - Dual Wield Avg DPS
For example a Dual Wielding Fighter:
- From his character sheet:
- Main Min Damage = 1000 and Main Max Damage = 2500
- Main Attack Speed = 0.38 seconds / attack
- Offhand Min Damage = 1900 and Main Max Damage = 4300
- Offhand Attack Speed = 0.63 seconds / attack
| Avg DPS = | 1000 + 2500 + 1900 + 4300 |
| 2 x (0.38 + 0.63) | |
| Avg DPS = | 4802 DPS |
Adding Physical Damage to Average DPS
There are a few ways to increase the Physical Damage of Average Weapon DPS:
- Increase Attack Rating
- Increase Attack Speed
- Increase Base Damage
- Increase Actual Critical Hit Chance
Increase Attack Rating
- Hit more often and do damage more often
- Equip + and/or +% Attack Rating/Melee Attack Rating/Ranged Attack Rating
- Equip + AGI
- Increasing Attack Rating will not be covered as it has no impact on the actual damage value.
- For further information please refer to Attack Rating.
Increase Attack Speed
- Hit faster and do damage more often
- Equip +% Melee/Ranged Attack Speed
- Use self buffs: 1H Swivel Arm Action, 2H Swivel Arm Action or Trigger Finger Frenzy
- For further information, please refer to Avg DPS - Attack Speed Buffs.
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| Note: The Dual Wielding formula includes the 20% bonus added to weapons that are dual wielded. |
Increase Base Weapon Damage
- Hit Harder and bring the Average up
- See also: Avg DPS - Increasing Base Damage for a sample calculation.
- When accounting for + Bonus Weapon DPS and +% Bonus Weapon Damage:
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Increase Actual Critical Hit Chance
- Increase the frequency of Double Damage
- Equip +% Melee/Ranged Critical Hit Chance
- See: Critical Hit Mechanics for how to calculate actual critical chance and sample calculations.
- The equation for Avg DPS taking into consideration Critical Hits:
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| For Dual Wielding: | ||||||
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Rounding Errors
Fractional numbers in Dungeon Runners are represented as 8-bit fractions in logic calculations. There is a possibility that the calculations shown may not exactly match what will be displayed on the the Character Sheet.
There is an additional possibility that attack speeds may be (further) rounded due to animation and frame rate considerations.
See: Rounding Errors for more detailed information and sample calculation.