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(Slice and Dice changed from 30% to 40% in 3.0.9, updated formulae and examples)
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{{Redirect|DPS|the group role|Damage (role)}}
== Weapon Damage Per Second (DPS) Formula ==
 
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'''Damage per second''' ('''DPS''' or '''dps''') is a measure of the damage dealt by a person or group over one second. DPS is a more practical measure of damage output than plain [[damage]], as it allows characters of differing levels and classes to effectively compare their damage output.
   
  +
The term dps is also sometimes used to describe the act of applying damage to a target (as in "all dps on the boss" or "stop all dps"), or to refer to a class whose primary role in a group is dealing damage (as in "[[Gundrak]] group needs one more dps to roll"), i.e. [[damage dealer]]. There are UI modifications which enable players to track their DPS.
The general formula for your weapon's [[DPS]] is:
 
   
  +
== Burst DPS ==
<pre>((Min Weapon Damage + Max Weapon Damage) / 2) / Weapon Speed</pre>
 
  +
"Burst DPS" refers to damage dealt over a relatively short period of time. High burst damage is the preferable form of damage against targets at/with relatively low [[health]]. Most classes have at least a few spells or abilities that generate high damage very quickly. This type of damage is preferred in PvP environments, but is usually too expensive or has too long a [[cooldown]] to be sustainable.
   
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== Sustained DPS ==
So, for example a {{loot|Epic|Sand Polished Hammer}} with minimum damage of 97, a maximum damage of 181, and a weapon speed of 2.60, the formula would be:
 
  +
"Sustained DPS" refers to constant damage dealt over an extended period of time. High sustained damage is the preferable form of damage against targets with relatively high [[health]]. Every class is capable, when specced and geared properly, of doing good sustained damage. Hunters, Mages, Rogues, and Warlocks tend to have the highest sustained dps, as "pure" dps classes.
<pre>
 
  +
* Note that Sustained DPS is best calculated on a one boss encounter. Full raid / dungeon DPS calculates [[Area of effect|AOE]] damage into your DPS, greatly increasing it.
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
 
</pre>
 
   
 
== Weapon Damage Per Second (DPS) Formula ==
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:
 
 
The general formula for your weapon's [[DPS]] is:
   
 
<pre>((Min Weapon Damage + Max Weapon Damage) / 2) / Weapon Speed</pre>
<pre>
 
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
 
</pre>
 
   
  +
== Individual Spell DPS ==
== Formula for: Tooltip DPS & Damage Range:<br /> ==
 
  +
The DPS of a single spell can be calculated as either (Damage / Cast Time) or (Damage / Cast Interval). The former, also referred to as "damage per cast time" (DPCT) is the amount of damage dealt over time spent casting the spell. The latter is used to express the spell's damage contribution over the total combat time, a figure used to express its damage contribution relative to other spells. For most calculations, an instant spells' cast time is treated as the [[global cooldown|GCD]], 1.5 seconds / (1 + Spell Haste). Some spells have a reduced GCD as affected by talents.
'''Damage Ranges (for melee):'''
 
<pre>
 
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)
 
</pre>
 
Note: Dual Wield Penalty only applies to off-hand weapons and can change depending on how you are spec'd.<br />
 
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.<br />
 
   
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<math>\frac{H_I \times (\frac{D_{min}+D_{max}}{2} + P \times C_P) \times (1 + B \times S_C ) \times (1+H_A)}{T}</math>
'''Damage Ranges (for ranged):'''
 
<pre>
 
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
 
</pre>
 
   
  +
where ''H<sub>I</sub>'' is the spell hit percent, ''D'' is the base damage, ''P'' is spell power, ''C<sub>P</sub>'' is the spell power coefficient, ''B'' is the critical damage bonus, ''S<sub>C</sub>'' is the critical strike percent, ''H<sub>A</sub>'' is the spell haste percent, and ''T'' is the base casting time.
Note: "Weapon Speed" is your actual fixed value on your weapon, not your [[Attack speed]].<br />
 
<br />
 
'''Tooltip DPS<br />'''
 
<pre>
 
DPS = ((Minimum Range + Maximum Range) / 2) / Attack Speed
 
</pre>
 
Note: "Attack speed" is not your fixed value on your weapon. It is adjusted for any speed enchants/buffs/procs.<br />
 
<br />
 
'''Example #1 (melee):<br />'''
 
(Rounding error is considered in all formulae.)
 
   
  +
[[Category:Game terms]]
1354 Attack Power<br />
 
 
[[Category:Formulas and game mechanics]]
5/5 Dual-wield specialization = 75% damage from off-hand = 0.75<br />
 
[[Slice and Dice]] activated (40% speed increase)<br />
 
<br />
 
'''Main Hand:''' {{loot|Epic|Vindicator's Brand}}
 
<pre>Weapon speed: 2.60
 
Minimum damage: 147
 
Maximum damage: 275
 
   
  +
[[fr:Dégâts par seconde]]
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 / (40 / 100 + 1) = 1.86 (would be 2.60 if no haste effects were on)
 
DPS = ((398.46 + 526.46) / 2) / 1.86 = 248.63 (would be 177.87 if no haste effects were on)
 
</pre>
 
'''Off Hand:''' {{loot|Epic|Fireguard}}
 
<pre>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 / (40 / 100 + 1) = 1.14 (would be 1.60 if no haste effects were on)
 
DPS = ((186.56 + 248.06) / 2) / 1.14 = 190.62 (would be 135.82 if no haste effects were on)
 
</pre>
 
 
'''Example #2 (ranged):<br />'''
 
1323 Ranged Attack Power<br />
 
5/5 Serpent's Swiftness = 20% increase in Ranged Combat Attack Speed<br />
 
{{loot|Rare|Clefthoof Hide Quiver}} = 15% increase in Ranged Combat Attack Speed<br />
 
<br />
 
'''Ranged Weapon:''' {{loot|Rare|Valanos' Longbow}}<br />
 
With a {{loot|Uncommon|Adamantite Scope}} attached (+10 damage)<br />
 
Firing {{loot|Rare|Halaani Razorshaft}} ammunition (Adds 34 DPS)<br />
 
<pre>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
 
</pre>
 
 
 
== Spell Damage Per Second (DPS) Formula ==
 
 
Assuming that there is one roll with three possible outcomes - hit, crit or miss - the following formula can be used to determine your [[DPS]]:
 
<pre>[(Spell Hit % / 100 - Spell Crit % / 100)(Average Spell Damage + Bonus Spell Damage) + (Spell Crit % / 100)(1 + Bonus Spell Crit % / 100)(Average Spell Damage + Bonus Spell Damage)] / Spell Cast Time</pre>
 
 
Assuming that there are two rolls - one for hit or miss and then one for crit - the following formula can be used to determine your [[DPS]]:
 
<pre>{[(Spell Hit % / 100) * ((Min Spell Damage + Max Spell Damage) / 2 + Bonus Spell Damage) * (Bonus Spell Crit Damage % / 100) * (Spell Crit % /100)] + [(Spell Hit % / 100) * ((Min Spell Damage + Max Spell Damage) / 2 + Bonus Spell Damage)]} / Spell Cast Time</pre>
 
 
This last formula can be understood as:
 
{[Average '''Bonus''' Damage From Crits] + [Average Damage From Hits]} / Spell Cast Time
 
 
 
[[Category:Formulas and game mechanics]]
 

Revision as of 02:52, 18 September 2020

"DPS" redirects here. For the group role, see Damage (role).

Damage per second (DPS or dps) is a measure of the damage dealt by a person or group over one second. DPS is a more practical measure of damage output than plain damage, as it allows characters of differing levels and classes to effectively compare their damage output.

The term dps is also sometimes used to describe the act of applying damage to a target (as in "all dps on the boss" or "stop all dps"), or to refer to a class whose primary role in a group is dealing damage (as in "Gundrak group needs one more dps to roll"), i.e. damage dealer. There are UI modifications which enable players to track their DPS.

Burst DPS

"Burst DPS" refers to damage dealt over a relatively short period of time. High burst damage is the preferable form of damage against targets at/with relatively low health. Most classes have at least a few spells or abilities that generate high damage very quickly. This type of damage is preferred in PvP environments, but is usually too expensive or has too long a cooldown to be sustainable.

Sustained DPS

"Sustained DPS" refers to constant damage dealt over an extended period of time. High sustained damage is the preferable form of damage against targets with relatively high health. Every class is capable, when specced and geared properly, of doing good sustained damage. Hunters, Mages, Rogues, and Warlocks tend to have the highest sustained dps, as "pure" dps classes.

  • Note that Sustained DPS is best calculated on a one boss encounter. Full raid / dungeon DPS calculates AOE damage into your DPS, greatly increasing it.

Weapon Damage Per Second (DPS) Formula

The general formula for your weapon's DPS is:

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

Individual Spell DPS

The DPS of a single spell can be calculated as either (Damage / Cast Time) or (Damage / Cast Interval). The former, also referred to as "damage per cast time" (DPCT) is the amount of damage dealt over time spent casting the spell. The latter is used to express the spell's damage contribution over the total combat time, a figure used to express its damage contribution relative to other spells. For most calculations, an instant spells' cast time is treated as the GCD, 1.5 seconds / (1 + Spell Haste). Some spells have a reduced GCD as affected by talents.

where HI is the spell hit percent, D is the base damage, P is spell power, CP is the spell power coefficient, B is the critical damage bonus, SC is the critical strike percent, HA is the spell haste percent, and T is the base casting time.