Formula to calculate the DPS of any weapon ( phys/ele, or both)?

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Jojas wrote:
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.


Mostly correct, except for one important point: Local vs Global modifiers.

Local modifiers on weapons will modify the base that increased % work off of. They are not added to your increased % from passives.

Example:
100 BASE damage weapon with 50% increased phys will show 150 on the weapon's info. If you have 100% increased physical from passives, you would do 300 damage. His examples were correct.
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BGSacho wrote:
"
Jojas wrote:
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.


Mostly correct, except for one important point: Local vs Global modifiers.

Local modifiers on weapons will modify the base that increased % work off of. They are not added to your increased % from passives.

Example:
100 BASE damage weapon with 50% increased phys will show 150 on the weapon's info. If you have 100% increased physical from passives, you would do 300 damage. His examples were correct.



So to summarize, if I got everything correctly the correct formula should be something like the following:

Σ: sum

Π: multiple


minbaseDMG= Weapon min dmg tooltip + Σ (min of flat dmg mods of rest of gear)

maxbaseDMG= Weapon max dmg tooltip + Σ (max of flat dmg mods of rest of gear)

incdecDMG= 1 + Σ (Additive dmg modifier)

morelessDMG= Π (1 + Multiplicative dmg modifier)

baseAtSpd= Weapon Attack speed tooltip

incdecAtSpd= 1 + Σ (Additive Attack speed modifier)

morelessAtSpd= Π (1+ Multiplicative Attack speed modifier)

A simplified version of the DPS formula would be

DPS= (minbaseDMG + minbaseDMG)/2 x incdecDMG x morelessDMG x baseAtSpd x incdecAtSpd x morelessAtSpd

The rest of the dmg modifying stats like crit chance crit multiplier, accuracy, can be included in the formula in the same fashion, to complete it.
Last edited by GermanosKaraflas#2732 on Dec 4, 2013, 6:35:28 AM

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