- Joined
- Jan 1, 2010

- Messages
- 197

This is a very basic and straightforward was to calculate DPS. You could use these formulas to create a DPS program if you wanted.

Let's start with some important assumptions

*

Now given this sample information:

This is a very basic attack, that is

Let's look at what we have so far:

We have a unit that does

That's

But we need attacks per second for DPS calculation.

So that's attacks/second.

Notice how seconds/attackis the inverse of attacks/second.

So now we have to flip our fraction of

1/0.75= 1/(3/4)= 1*4/3= 4/3 attacks/second

So guess how we get dps now?

Damage is reallydamage per attack ordamage/attack.

(

So we're dealing 10 damage per attack.

So we need to take 10 damage * 4/3 attack/second

And watch the magic happen:

Do some long division and presto:

13.3333333--------->(goes on forever dog)

or 13 1/3 dps

Take our previous problem, and let's say our unit lived for 2 seconds in a fight and was attacking the entirety of those 2 seconds.

To get the actual damage done, you'll need to multiple DPS*2

So:

To get the damage actually done, you need to take in account that it's

So 4/3*10*2

So we know that 4/3 attacks/second * 10 seconds will give us a fractional number of attacks, which is impossible, as you cannot complete a fractional amount of attacks.

So take 4/3 * 10 and get 13 and 1/3 attacks. You now have to drop the 1/3 to maintain correctness.

And:

4/3*10*2= 26 and 2/3

Where:

13*2= only 26.

Do you see how

Now given this sample information:

This gives us the same attack as above, except now with

You can find minimum

Now this is cool, but you'll probably confuse the user by displaying excessive numbers like this. You're best off taking the

13 1/3 + 14 2/3 = 28

28/2=

*These are all things that interrupt normal damage flow. If you use different armor types, evasion, and different armor amounts, you'll have to alter your dps calculation accordingly.

Let's start with some important assumptions

*

**Assume:**- Normal Attack/Armor Type
- No evasion
- No armor(defense= 0, damage reduction= 0%) or other damage reducing mediums

Now given this sample information:

**Attack Cooldown**= 0.75**Attack Damage Base**= 9**Number of Dice**= 1**Number of Sides per Die**= 1This is a very basic attack, that is

**guaranteed to deal 10-10 damage**each attack.Let's look at what we have so far:

We have a unit that does

**1 attack every 0.75 seconds**That's

**0.75 seconds per 1 attack**or**3/4 seconds/attack**.But we need attacks per second for DPS calculation.

So that's attacks/second.

Notice how seconds/attackis the inverse of attacks/second.

So now we have to flip our fraction of

**0.75/1 over to 1/0.75.****Do some math reduction:**1/0.75= 1/(3/4)= 1*4/3= 4/3 attacks/second

So guess how we get dps now?

Damage is reallydamage per attack ordamage/attack.

(

**damage/attack**)*(**attacks/second**) do your cancellation and bada-bing bada-boom (**damage/second**)So we're dealing 10 damage per attack.

So we need to take 10 damage * 4/3 attack/second

And watch the magic happen:

**40/3 DPS**!!!!Do some long division and presto:

13.3333333--------->(goes on forever dog)

or 13 1/3 dps

**Calculating Damage Actually Done in 2 seconds:**Take our previous problem, and let's say our unit lived for 2 seconds in a fight and was attacking the entirety of those 2 seconds.

To get the actual damage done, you'll need to multiple DPS*2

So:

**4/3*10*2**right?**WRONG**To get the damage actually done, you need to take in account that it's

**impossible**to complete a partial attack. IE, you cannot do 1/3 of an attack.So 4/3*10*2

**won't work****OMG DO WE GIVE UP?!****NO!**So we know that 4/3 attacks/second * 10 seconds will give us a fractional number of attacks, which is impossible, as you cannot complete a fractional amount of attacks.

So take 4/3 * 10 and get 13 and 1/3 attacks. You now have to drop the 1/3 to maintain correctness.

And:

4/3*10*2= 26 and 2/3

Where:

13*2= only 26.

Do you see how

**you're off by 2/3 if you don't account for this**?**Minimum, Maximum, and Average DPS:**Now given this sample information:

**Attack Cooldown**= 0.75**Attack Damage Base**= 9**Number of Dice**= 1**Number of Sides per Die**= 2This gives us the same attack as above, except now with

**10-11 damage**.You can find minimum

**DPS by using 10**as your damage value, then maximum**DPS by using 11**as your damage value.**10 (damage/attack) * 4/3 (attack/second)**=**13 1/3 minimum dps****11 (damage/attack) * 4/3 (attack/second)**=**14 2/3 maximum dps**Now this is cool, but you'll probably confuse the user by displaying excessive numbers like this. You're best off taking the

**minimum and maximum dps**and dividing them by 2, giving us the**average dps**.13 1/3 + 14 2/3 = 28

28/2=

**14 average dps**<-------- display this to to the user, It'll make their life easier and yours too. It should reduce the questions like WTF IS THIS MIN AND MAX SHIT MAN!!!!!!*These are all things that interrupt normal damage flow. If you use different armor types, evasion, and different armor amounts, you'll have to alter your dps calculation accordingly.

Last edited by a moderator: