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How To Calculate Damage Per Second

Damage per second (DPS or dps) is a measure of the damage dealt by a person or group over one 2nd. DPS is a more than practical mensurate of damage output than plain damage, as it allows characters of differing levels and classes to finer compare their damage output.

The term dps is also sometimes used to describe the human activity of applying damage to a target (equally in "all dps on the boss" or "stop all dps"), or to refer to a class whose primary role in a group is dealing impairment (as in "Gundrak group needs i more dps to gyre"), i.e. damage dealer. At that place are UI modifications which enable players to rail their DPS.

Some players will exist able to get an effective thought of DPS from getting their Striking Cap for bosses of their level. You tin detect out your Hit Cap by mousing over Hit Rating in your Character Attributes Carte, which is to the right of your Character Info UI frame. For the easiest style to decide Hit Cap, apply 17% for well-nigh DPS at Level 70 and above. This includes Pulley and Ranged DPS. Your hit take chances will drop equally you level until yous go gear that is your level with Hit Rating. At max level, getting Hitting Rating will be much easier every bit you do non have to worry nearly the rating dropping with Level Gain.

  • Rogues - Wait at your special abilities Hit Cap. Auto-Attack Hit Rating is much college.
  • Mages - Spell Striking Chance is 17%

Burst DPS

"Burst DPS" refers to damage dealt over a relatively curt menstruation of time. High burst harm is the preferable form of damage against targets at/with relatively depression health. Well-nigh classes take at least a few spells or abilities that generate high damage very apace. This type of impairment is preferred in PvP environments, but is ordinarily too expensive or has too long a cooldown to be sustainable.

Sustained DPS

"Sustained DPS" refers to constant impairment dealt over an extended menses of fourth dimension. High sustained damage is the preferable form of impairment against targets with relatively high health. Every form is capable, when specced and geared properly, of doing proficient sustained damage. Hunters, Mages, Rogues, and Warlocks tend to accept the highest sustained dps, as "pure" dps classes.

  • Note that Sustained DPS is best calculated on a ane-boss run into. Full raid / dungeon DPS calculates AOE damage into your DPS, greatly increasing it.

Weapon Damage Per Second (DPS) Formula

The general formula for your weapon's DPS is:

((Min Weapon Damage + Max Weapon Harm) / two) / Weapon Speed

So, for example a [Sand Polished Hammer] with minimum impairment of 97, a maximum damage of 181, and a weapon speed of ii.60, the formula would exist:

DPS = ((Min Weapon Damage + Max Weapon Harm) / ii) / Weapon Speed DPS = ((97 + 181) / 2) / two.60 DPS = (278 / two) / 2.threescore DPS = 139 / 2.60 DPS = 53.46 DPS = 53.v        

Some weapons also have actress damage, eastward.k. "Holy Damage". This should exist factored in by calculation the min and max values to the to a higher place averaged weapon damage. Suppose the above hammer dealt an boosted twenty - 40 Holy Damage. And so the formula would expect like:

DPS = ((Min Weapon Impairment + Max Weapon Damage + Min Actress Damage + Max Extra Damage) / 2) / Weapon Speed DPS = ((97 + 181 + 20 + 40) / two) / 2.60 DPS = (338 / two) / ii.sixty DPS = 169 / 2.threescore DPS = 65.0        

Formula for: Tooltip DPS & Damage Range:

Impairment Ranges (for melee):

Minimum Range = (((Minimum damage / Weapon Speed) + (Melee Attack Ability / xiv)) * (Weapon Speed)) * (Dual Wield Punishment) Maximum Range = (((Maximum damage / Weapon Speed) + (Melee Attack Power / 14)) * (Weapon Speed)) * (Dual Wield Penalty)        

Note: Dual Wield Penalty merely applies to off-mitt weapons and tin change depending on how you are spec'd.
Case: A rogue with dual-wielding specialization at 5/5 would use 0.75 every bit the penalty value, for dual-wielding specialization 0/5 you would use 0.5 equally the penalty value.

Damage Ranges (for ranged):

Minimum Range = (((Minimum damage + Scope damage bonus) / Weapon Speed) + (Ranged Attack Power / 14) + Ammo DPS bonus) * Weapon Speed Maximum Range = (((Maximum damage + Telescopic impairment bonus) / Weapon Speed) + (Ranged Attack Ability / 14) + Ammo DPS bonus) * Weapon Speed        

Note: "Weapon Speed" is your actual stock-still value on your weapon, not your Assail speed.

Tooltip DPS

DPS = ((Minimum Range + Maximum Range) / 2) / Attack Speed        

Note: "Assault speed" is not your fixed value on your weapon. It is adjusted for any speed enchants/buffs/procs.

Example #one (melee):
(Rounding error is considered in all formulae.)

Weapon speed: ii.sixty Minimum damage: 147 Maximum damage: 275  Minimum Range = ((147 / 2.vi) + (1354 / xiv)) * 2.6 = 398.46 Maximum Range = ((275 / ii.vi) + (1354 / 14)) * 2.six = 526.46 Assail Speed = 2.60 / (twoscore / 100 + i) = one.86  (would be 2.60 if no haste effects were on) DPS = ((398.46 + 526.46) / 2) / 1.86 = 248.63 (would be 177.87 if no haste effects were on)        

Off Hand: [Fireguard]

Weapon speed: 1.60 Minimum harm: 94 Maximum damage: 176  Minimum Range = (((94 / 1.six) + (1354 / xiv)) * i.60) * 0.75 = 186.56 Maximum Range = (((176 / ane.6) + (1354 / 14)) * ane.sixty) * 0.75 = 248.06 Attack Speed = ane.60 / (40 / 100 + 1) = 1.xiv (would be ane.threescore if no haste effects were on) DPS = ((186.56 + 248.06) / ii) / 1.xiv = 190.62 (would exist 135.82 if no haste effects were on)        
Weapon speed: ii.80 Minimum harm: 130 Maximum damage: 242  Minimum Range = ((((130 + 10) / 2.80) + (1323 / 14) + 34) * ii.fourscore = 499.eighty Maximum Range = ((((242 + 10) / two.80) + (1323 / fourteen) + 34) * 2.lxxx = 611.eighty Assault Speed = (2.lxxx / (xx / 100 + ane)) / (fifteen / 100 + i) = 2.03 DPS = ((499.8 + 611.viii) / 2) / 2.03 = 273.8        

Individual Spell DPS

The DPS of a single spell can be calculated every bit either (Damage / Cast Fourth dimension) or (Damage / Cast Interval). The former, also referred to as "damage per cast fourth dimension" (DPCT) is the amount of impairment dealt over time spent casting the spell. The latter is used to limited the spell'due south damage contribution over the full gainsay fourth dimension, a figure used to express its damage contribution relative to other spells. For nearly calculations, an instant spells' cast time is treated as the GCD, i.5 seconds / (1 + Spell Haste). Some spells have a reduced GCD as afflicted by talents.

where HI is the spell hit percent, D is the base of operations damage, P is spell power, CP is the spell power coefficient, B is the critical damage bonus, SC is the critical strike per centum, HA is the spell haste percent, and T is the base casting time.

External links

Source: https://wowwiki-archive.fandom.com/wiki/Damage_per_second

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