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DPS, armor and dodge calculator

Uses the formulas in the game code: weapon damage is round(trunc(base + stat × scaling) × (1 + %Damage/100)) with crits averaged in, armor multiplies damage taken by 15 / (15 + Armor), dodge is capped at 60% unless a character or item raises it, and regeneration heals 1 HP every 5 / (1 + (R − 1) / 2.25) seconds. The sources and worked examples are in stat formulas. Reviewed .

Weapon DPS

Pick a weapon and tier and enter your stats. Links from the records and builds pages fill this in.

SMG IV: 24 per hit, 0.150 s per attack, 160.8 DPS.

Single target, every projectile hits, crits averaged, reloads averaged over their shot count. Attack Speed divides the tooltip cooldown, an approximation of the game's frame rule. Burning is shown separately; pierce, bounce and on-hit effects are excluded.

Damage taken per hit

Enter one enemy hit as shown in the Codex or the death screen, and your current stats.

Landed hit: 12 (40% less). Average per hit with dodge: 7.2.

HP Regeneration

Healing over a wave; waves last 20 to 90 seconds.

1 HP every 1.00 s, which is 60 HP over a 60-second wave.

Assumptions

  • Armor and the 1-damage minimum apply after dodge; a dodged hit deals 0. The average shown is landed damage × (1 − dodge).
  • Negative armor increases damage by the percentage the same positive armor would remove.
  • The flat part (base damage plus scaled stats) is truncated to a whole number before %Damage is applied, as in the game code.
  • Structures (turrets, landmines) use Engineering and ignore %Damage and Attack Speed; they are not covered by the weapon form.
  • Formulas come from a recovered copy of the game code from the Paws & Claws build; the update 1.2 and 12 November patch notes list no change to them.

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