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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

Result
MetricValue
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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_HERE

Paste 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 callFrom 5 credits
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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

  1. Enter the weapon's base damage per shot and fire rate (shots per second) — these alone give the raw DPS.
  2. Enter magazine size and reload time to get the sustained DPS, which accounts for the dead time spent reloading between magazines.
  3. 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.
  4. 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.

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.

damage per secondgamingweapon damagetime to killttkfpsrpgreload timecritical hit

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