Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
(Formula at end obviously incorrect, tried to correct it, needs editing)
m (corrected my editing)
Line 98: Line 98:
   
   
I recently edited this page with the formula nearest the top of the page below this paragraph. Keep in mind that the longer the fight is the more accurate this formula will become, that it reflects the idea that the game first rolls to determine if your spell hits then rolls to see if your spell will crit, that it does not include talents except the +50% bonus spell crit damage (a.k.a. +100% damage crits) and that it does not include magical resistances (which should be minimal in most PvE fights from what I've read).
+
I recently edited this page with the formula nearest the top of the page below this paragraph. Keep in mind that the longer the fight is the more accurate this formula will become, that it reflects the idea that the game first rolls to determine if your spell hits then rolls to see if your spell will crit, that it does not include talents except the +50% bonus spell crit damage (a.k.a. +100% damage crits) and that it does not include magical resistances.
   
 
The general formula for your spell's average [[DPS]] taken over time and not considering magical resistances or most talent points is:
 
The general formula for your spell's average [[DPS]] taken over time and not considering magical resistances or most talent points is:

Revision as of 09:51, 17 September 2008

Weapon Damage Per Second (DPS) Formula

The general formula for your weapon's DPS is:

((Min Weapon Damage + Max Weapon Damage) / 2) / Weapon Speed

So, for example a [Sand Polished Hammer] with minimum damage of 97, a maximum damage of 181, and a weapon speed of 2.60, the formula would be:

DPS = ((Min Weapon Damage + Max Weapon Damage) / 2) / Weapon Speed
DPS = ((97 + 181) / 2) / 2.60
DPS = (278 / 2) / 2.60
DPS = 139 / 2.60
DPS = 53.46
DPS = 53.5

Some weapons also have extra damage, e.g. "Holy Damage". This should be factored in by adding the min and max values to the the above averaged weapon damage. Suppose the above hammer dealt an additional 20 - 40 Holy Damage. Then the formula would look like:

DPS = ((Min Weapon Damage + Max Weapon Damage + Min Extra Damage + Max Extra Damage) / 2) / Weapon Speed
DPS = ((97 + 181 + 20 + 40) / 2) / 2.60
DPS = (338 / 2) / 2.60
DPS = 169 / 2.60
DPS = 65.0

Formula for: Tooltip DPS & Damage Range:

Damage Ranges (for melee):

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

Note: Dual Wield Penalty only applies to off-hand weapons and can change depending on how you are spec'd.
Example: A rogue with dual-wielding specialization at 5/5 would use 0.75 as the penalty value, for dual-wielding specialization 0/5 you would use 0.5 as 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 + Scope damage bonus) / Weapon Speed) + (Ranged Attack Power / 14) + Ammo DPS bonus) * Weapon Speed

Note: "Weapon Speed" is your actual fixed value on your weapon, not your Attack speed.

Tooltip DPS

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

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

Example #1 (melee):
(Rounding error is considered in all formulae.)

1354 Attack Power
5/5 Dual-wield specialization = 75% damage from off-hand = 0.75
Ability rogue slicedice [Slice and Dice] activated (30% speed increase)

Main Hand: [Vindicator's Brand]

Weapon speed: 2.60
Minimum damage: 147
Maximum damage: 275

Minimum Range = ((147 / 2.6) + (1354 / 14)) * 2.6 = 398.46
Maximum Range = ((275 / 2.6) + (1354 / 14)) * 2.6 = 526.46
Attack Speed = 2.60 / (30 / 100 + 1) = 2.00  (would be 2.60 if no haste effects were on)
DPS = ((398.46 + 526.46) / 2) / 2.00 = 231.23 (would be 177.87 if no haste effects were on)

Off Hand: [Fireguard]

Weapon speed: 1.60
Minimum damage: 94
Maximum damage: 176

Minimum Range = (((94 / 1.6) + (1354 / 14)) * 1.60) * 0.75 = 186.56
Maximum Range = (((176 / 1.6) + (1354 / 14)) * 1.60) * 0.75 = 248.06
Attack Speed = 1.60 / (30 / 100 + 1) = 1.23 (would be 1.60 if no haste effects were on)
DPS = ((186.56 + 248.06) / 2) / 1.23 = 176.56 (would be 135.82 if no haste effects were on)

Example #2 (ranged):
1323 Ranged Attack Power
5/5 Serpent's Swiftness = 20% increase in Ranged Combat Attack Speed
[Clefthoof Hide Quiver] = 15% increase in Ranged Combat Attack Speed

Ranged Weapon: [Valanos' Longbow]
With a [Adamantite Scope] attached (+10 damage)
Firing [Halaani Razorshaft] ammunition (Adds 34 DPS)

Weapon speed: 2.80
Minimum damage: 130
Maximum damage: 242

Minimum Range = ((((130 + 10) / 2.80) + (1323 / 14) + 34) * 2.80 = 499.80
Maximum Range = ((((242 + 10) / 2.80) + (1323 / 14) + 34) * 2.80 = 611.80
Attack Speed = (2.80 / (20 / 100 + 1)) / (15 / 100 + 1) = 2.03
DPS = ((499.8 + 611.8) / 2) / 2.03 = 273.8


Spell Damage Per Second (DPS) Formula

I recently edited this page with the formula nearest the top of the page below this paragraph. Keep in mind that the longer the fight is the more accurate this formula will become, that it reflects the idea that the game first rolls to determine if your spell hits then rolls to see if your spell will crit, that it does not include talents except the +50% bonus spell crit damage (a.k.a. +100% damage crits) and that it does not include magical resistances.

The general formula for your spell's average DPS taken over time and not considering magical resistances or most talent points is:

{[(Spell Hit %) * ((Min Spell Damage + Max Spell Damage) / 2 + Bonus Spell Damage) * (Bonus Spell Crit Damage % / 100) * (Spell Crit % /100)] + [(Spell Hit %) * ((Min Spell Damage + Max Spell Damage) / 2 + Bonus Spell Damage)]} / Spell Cast Time

This formula can be understood as: {[Bonus DPS From Crits] + [DPS From Hits]} / Spell Cast Time


Following is the originally posted formula, which says that if you have 0% spell hit you will still cause damage since it says that Bonus Spell Damage is to be added after Spell Hit % is multiplied by the average of your spell's damage. It makes more sense to me that your spell's average damage should be added to your bonus spell damage before you multiply by your spell hit rate as the formula above suggests. The formula below also suggests that if you have 0% Spell Crit then you will cause zero damage. [I know the formula below is false, however I am not sure that my formula above is correct, it kinda stinks anyways because it doesn't account for talents. Anyways, I would really appreciate it if somebody would double check my formula above and then edit this page.]

(((Spell Hit %) * ((Min Spell Damage + Max Spell Damage) / 2) + Bonus Spell Damage) * (1 + (Bonus Spell Crit. Hit Damage % / 100) * (Spell Crit. Hit % /100))) / Casting Time of Spell