Calculate Dps With Dmg And Rpm

Calculate Dps With Dmg And Rpm
  1. Calculate Dps With Dmg And Rpm Calculator
  2. Calculate Dps With Dmg And Rpm 3

Mar 25, 2019 Our Division 2 In-depth Damage, DPS and DPM Calculator was made to make theorycrafting new builds much easier. By filling in fields with the values that can be found on your character’s inventory screen in game, you’ll be able to find out your Average DPS, DPM and even Burst Damage! How to Calculate RPM. Let's be honest - sometimes the best rpm calculator is the one that is easy to use and doesn't require us to even know what the rpm formula is in the first place! But if you want to know the exact formula for calculating rpm then please check out the 'Formula' box above. Add a Free RPM Calculator Widget to Your Site! Damage Calculator. Calculate your estimated bullet damage, burst damage and DPS. If you are using the values from your ingame Character Stats screen, calculate your Base Damage roll using the Base Roll Calculator and leave the Firearms scaling at 0 and the Headshot base multiplier at 1. Mar 25, 2019  Our Division 2 In-depth Damage, DPS and DPM Calculator was made to make theorycrafting new builds much easier. By filling in fields with the values that can be found on your character’s inventory screen in game, you’ll be able to find out your Average DPS.

Apple Hardware Test might display an error message if you don't disconnect all other devices. Macbook air apple hardware test 6 2 dmg price.

Calculate Dps With Dmg And Rpm Calculator

I've searched for ages for this and I can't find it anywhere. I can calculate the dps of a weapon without factoring in the crit chance and multiplier, but I don't know how to calculate it with those factors.
Does anybody know?
Posted by
on Sep 24, 2013, 8:28:41 PM
You don't calculate with anything other than physical/elemental damage and attack speed. Crit isn't able to be factored in as it has too much reliance on other factors, ie. crit multiplier and accuracy rating, to provide any consistent feedback.
Posted by
on Sep 24, 2013, 8:31:30 PM
You can try this tool:
http://poetools.com/poe-calculator/
Posted by
dawg6
on Sep 24, 2013, 8:32:33 PM
The poe tools calc is read-only, I can't input any numbers to do the math.
Posted by
on Sep 24, 2013, 8:41:35 PM
It's a simple mathematical equation.
MIN(damage)+MAX(damage) ÷ 2 x APS(Attacks Per Second)
Example:
7+29 = 36
÷2 = 18
x 1.40(APS) = 25.2DPS
If there is eDPS(elemental) you can do the same equation seperately to find the eDPS and if you want total just add the pDPS(physical) and the eDPS together.
'I became insane, with long intervals of horrible sanity.' - Edgar Allan Poe
IGN: DarkenedSoui
Posted by
ShaeG
on Sep 24, 2013, 8:41:41 PM
Read the 'How to Use' tab. The first thing you need to do is make a copy of the spreadsheet.
Posted by
dawg6
on Sep 24, 2013, 8:42:31 PM
I need to claryfy one thing.
Example
weapon base dmg 100-100
weapon additional dmg 100-100
%incerased phys dmg 50%
so tooltip of weapon will show 300-300 dmg
From passives I have +100% dmg
Characters dps will be
600-600
right?
and will it be the same in this example?
weapon base dmg 100-100
weapon additional dmg 100-100
%incerased phys dmg 100%
so tooltip of weapon will show 400-400 dmg
From passives I have +50% dmg
Characters dps will be
600-600
I have to know if 100% inc phys dmg from weapon = 100%inc phys dmg from passives
Rock is overpowered. Paper is fine. -Scissors
IGN:
Chucks_Left_Foot
Sklej_Pupe
Posted by
licho666
on Nov 26, 2013, 10:15:20 AM
Anything that says 'increased' (or 'decreased') is additive. In both your examples you would have (100+100) x 2.5 = 500.
Anything that says 'more' (or 'less') is multiplicative, meaning it will take effect after the weapons own damage, all flat damage mods and 'increased' and 'decreased' modifiers have been factored in.
So with 200 damage on your weapon and 150% 'increased' damage (=500 damage), 10% 'more' damage would give you 550 damage.
To get to your actual DPS you will then have to factor in the attack or cast speed.
Last edited by Jojas on Nov 26, 2013, 10:30:43 AM
Posted by
Jojas
on Nov 26, 2013, 10:30:07 AM
It is possible to factor crit and crit multi in DPS calc if u assume the default 150% crit. multy
lets calc for a wep that has
75-125 phys dmg and 1 attack speed = 100 pDPS wep
lets say the overall crit chance is 5% and the multiplier is 30% giving an overall multiplier of 180%
so 95% of time u will have 100 pDPS and 5% of time u will have 100 * 1,8 pDPS
(0,95*100)+(0,05*180) = 95+9 = 104 pDPS
now lets say it has 30% crit roll and 30% multiplier roll
5*0,3 + 5 = 6,5% overall crit chance
(0,935*100)+(0,065*180)= 93,5+11,67 = 105,2
and so on
That said, this calculation means nothing since your build will influence it a lot. The more % crit chance u have in tree and crit mulitplier the bigger the impact will base crit chance of the wep have. Hence these factors are not included in wep DPS cacl.
Accuracy is another matter and totally depends on your builds accuracy
if your build has 50% chance to hit, additional 300 accuracy (in end game) can have a huge impact on your chance to hit and your dps. For instance it can raise your chance to hit to 60% (thats a 20% dps increase)
if you have 90% chance to hit, 300 additional accuracy will have a very small impact on your dps. Will raise your chance to hit to 91-92%, which is just 1,1-2,1% more dps.
items shop: 364086
ign: [ICU]missuse
if you like to HLD, add me
inactive in game atm, PM me if you need something.
Last edited by missuse on Nov 26, 2013, 10:36:49 AM
Posted by
missuse
on Nov 26, 2013, 10:36:31 AM
Rock is overpowered. Paper is fine. -Scissors
IGN:
Chucks_Left_Foot
Sklej_Pupe
Last edited by licho666 on Nov 26, 2013, 5:32:25 PM
Posted by
licho666
on Nov 26, 2013, 3:49:26 PM
Hi everyone.
I have a hard time figuring out which wands, sceptre's, shields etc. to buy for my arc lightning witch, most DPS calculation guides i can find is based on physical damage.
the best i have found is this formula:
avg dmg pr. cast => ((max dmg+min dmg)/2)(spell dmg+elm. dmg + proj dmg)
cast pr. second => 1/(spell cast time/(1+ additional cast speed))
DPS (not. incl. crit) => avg dmg pr. cast * cast pr. second
i am just really confused to where i find the values of the spell dmg, min/amx dmg etc. not to mention the total spell/elemental damaga and cast speed from the passive skill tree ?.
could someone explain this to me ?.. perhaps a guide/tut or even better video explaining it :D
billion thanks.
Last edited by Madsny on Jan 26, 2015, 8:26:42 PM
Posted by
Madsny
on Jan 26, 2015, 8:13:32 PM
Oh hi
The full formula without crit is ((((minD + maxD)/2)*increasedD)*moreD) * ((1/baseCastTime)*increasedCastSpeed)
Increased damage = the sum of elemental + spell + in your case lightning damage
arc does not count as a projectile, so projectile damage wont do anything (you can see the properties of a spell at the top of the tooltip - area, fire, aura, projectile etc)
More damage is limited to a very few items/passives/gems - pain attunement or concentrated effect for example
A little example
MinD = 100
MaxD = 200
Total increased spell/elementalD = 175% = 2,75 multiplier
30 % more spell damage because of pain attunement = 1,3 multiplier
Base cast time = 0.8
Increased cast speed = 50% = 1,5 multiplier
(100 + 200)/2 = 150
150 * 2,75 = 412,5
412,5 * 1,3 = 536,25 <-----your damage per cast
1/0.8 = 1,25
1,25*1,5 = 1,875<-----casts per second
1,875*536,25= 1005<-----damage per second
Min/max damage of your spell can be found on the gem tooltip ( on the gem itself, not on the tooltip at your hotbar) or at the poewiki
Go to poebuilder.com if you want to know the spell damage of your passivetree
Greetings
Last edited by Yalani on Jan 27, 2015, 1:13:10 AM
Posted by
on Jan 27, 2015, 1:10:14 AM
EDIT: figured it all out! See formulas and calculations here.
'
This formula isn't working for me (or more likely, I'm making some error)--can anyone tell me what is wrong?
Inputs:
(Level 18 Flame Surge, no quality and no links to support gems)
(No auras or golems running)
MinD = 428 / MaxD = 642
IncreasedD = 450% (increased % spell + elemental + area + fire dmg from skill tree & gear) = 5.5 multiplier
MoreD = 0% = 1.0 multiplier
BaseCastTime = 0.5
IncreasedCastSpeed = 43% = 1.43 multiplier
Application:
(<[{minD + maxD}/2]*increasedD>*moreD) * ([1/baseCastTime]*increasedCastSpeed)
(<[{428 + 642}/2]*5.5>*1) * ([1/0.5]*1.43)
(<[535]*5.5>*1) * ([2]*1.43)
(<[535]*5.5>*1) * ([2]*1.43)
(<2,942.5>*1) * (2.86)
(2,942.5) * (2.86)
= 8,415.55 DPS
..But, this doesn't include crit. So, to add crit in, I follow this formula:
net DPS = base DPS * 1 + (base Critical Strike Chance * <1 + increased Critical Strike Chance> * [0.5 + {1.5 * increased Critical Strike Multiplier}])
Inputs: 90% increased critical strike chance; 30% increased critical strike multiplier
Application:
net DPS = 8,415.55 * 1 + (0.06 * <1 + 0.9> * [0.5 + {1.5 * 0.3}])
net DPS = 8,415.55 * 1 + (0.06 * <1.9> * [0.5 + {0.45}])
net DPS = 8,415.55 * 1 + (0.06 * <1.9> * [0.95])
net DPS = 8,415.55 * 1 + (0.06 * <1.9> * [0.95])
net DPS = 8,415.55 * 1 + (0.1083)
net DPS = 8,415.55 * 1.1083
net DPS = 9,326.954065
..Unfortunately, this is wrong. Looking at flame surge in my character tab shows that my DPS is actually 9480.7. I've double-checked all my values, and I haven't found anything, so I think there probably is an error in one of my calculations (or I missed 9% increased spell damage somewhere?).
If anyone could deliver me from this mathematics misery, I would be very grateful!
Last edited by Hastibe on Dec 16, 2015, 6:04:45 AM
Posted by
Hastibe
on Dec 14, 2015, 3:22:49 AM

Calculate Dps With Dmg And Rpm 3

Report Forum Post

Comments are closed.