DPS Calculator
Calculate a weapon's raw, sustained (with reloads), critical-hit, and headshot damage per second, plus shots and reloads needed to kill a target of a given HP.
Input
Output
| Metric | Value |
|---|---|
| No data yet | |
More ways to use this tool
REST API
curl -X POST https://api.iotools.cloud/v1/tool/dps-calculator \
-H "Authorization: Bearer YOUR_API_KEY" \
-H "Content-Type: application/json" \
-d '{
"baseDamage": "30",
"fireRate": "10",
"magazineSize": "30",
"reloadTime": "2.1",
"critChance": "5",
"critMultiplier": "1.5",
"headshotMultiplier": "2",
"targetHp": "200"
}'Swap in your own key from your account. The tool's fields are the body — no wrapper.
Ask an AI agent
Use the IOTools `dps-calculator` tool (DPS Calculator) on this input:
YOUR_INPUT_HEREPaste this at any agent connected to the IOTools MCP server, then add your input.
Embed widget
<iframe
src="https://iotools.cloud/embed/dps-calculator/"
width="100%" height="520" frameborder="0" scrolling="no" loading="lazy"
title="DPS Calculator — iotools.cloud"
sandbox="allow-scripts allow-forms allow-same-origin allow-downloads allow-popups allow-popups-to-escape-sandbox"
allow="clipboard-write"
style="width:100%;border:1px solid #e5e7eb;border-radius:12px;overflow:hidden"></iframe>
<script src="https://iotools.cloud/embed.js" async></script>Drop this into your own page — free, no key required, just a link back.
| Cost per API/MCP call | From 5 credits |
|---|---|
| Need more credits? | View pricing |
Also available with
Guides
Damage per second (DPS) is the single number games and theorycrafting communities use to compare weapons, but a "raw DPS" figure alone hides the part that actually decides a fight: how much of that damage survives reloading, crits, and headshots. This calculator gives you all four views — raw, reload-adjusted (sustained), crit-adjusted, and headshot — from the same eight weapon stats, plus how many shots and reloads it actually takes to drop a target of a given HP.
How to use it
- Enter the weapon's base damage per shot and fire rate (shots per second) — these alone give the raw DPS.
- Enter magazine size and reload time to get the sustained DPS, which accounts for the dead time spent reloading between magazines.
- Enter critical hit chance and multiplier to see the average DPS once crits are factored in, and a headshot multiplier for the DPS if every shot were a headshot.
- Enter the target's HP to get shots-to-kill and time-to-kill, both from raw DPS and from sustained DPS.
The math
- Raw DPS = base damage × fire rate.
- Magazine damage = base damage × magazine size (total damage from one full magazine).
- Fire duration = magazine size ÷ fire rate (seconds to empty a magazine).
- Cycle time = fire duration + reload time (one full empty-and-reload loop).
- Sustained DPS = magazine damage ÷ cycle time — the realistic long-fight number, since raw DPS ignores reloading entirely.
- Effective DPS (with crits) = raw DPS × (1 + crit chance × (crit multiplier − 1)) — the expected-value DPS once a percentage of shots land as crits.
- Headshot DPS = raw DPS × headshot multiplier.
- Shots to kill = ⌈target HP ÷ base damage⌉, and reloads needed to kill counts how many magazine changes that many shots require.
- Time to kill = target HP ÷ DPS, shown for both the raw and sustained figures — sustained time-to-kill is always the more realistic one for any fight that outlasts a single magazine.
Why does sustained DPS matter more than raw DPS?
Raw DPS assumes a weapon fires forever without reloading, which only reflects reality for fights shorter than one magazine. The moment a fight runs past that, the reload time gets baked into the average — a high-raw-DPS, small-magazine weapon can lose a sustained-DPS comparison to a lower-raw-DPS weapon with a bigger magazine and faster reload.
What if my weapon has no crit or headshot mechanic?
Set critical hit chance to 0 and both multipliers to 1 — the effective and headshot rows then just fall back to raw DPS, so you can still use the tool for a weapon or ability with no crit/headshot system.
Related tools
If you're also working out an armor or resistance percentage that reduces incoming/outgoing damage before it hits these formulas, the Percentage Calculator handles that math separately.