Rotmg Damage Calculator

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RotMG Damage & DPS Calculator

Damage Per Hit (Range): 0 – 0
Average Damage Per Hit: 0
Attacks Per Second (APS): 0
Total Multi-Shot Damage: 0
Total DPS: 0

How Realm of the Mad God Damage is Calculated

Understanding your true Damage Per Second (DPS) in RotMG is crucial for high-level raiding and efficient farming. The damage you see on your screen is the result of several interacting variables: your weapon's base stats, your character's attributes, and the enemy's protection.

The Attack Multiplier: Your ATT stat increases the base damage of your weapon. The formula used is Damage * (0.5 + ATT / 50). This means at 25 ATT, you deal 100% of the weapon's damage, and at 75 ATT, you deal 200%.

The Defense Factor: Every enemy has a DEF stat that reduces incoming damage point-for-point. However, damage cannot be reduced indefinitely. RotMG implements a "Defense Floor," meaning you will always deal at least 15% of your raw damage, no matter how high the enemy's defense is.

Realistic Example:
If you use a Tier 12 Dagger (100-150 Damage) with 50 ATT against an enemy with 30 DEF:
1. Raw Average Dmg: 125 * (0.5 + 50/50) = 187.5
2. Subtract DEF: 187.5 – 30 = 157.5
3. Final Damage: 157.5 per hit.

The Role of Dexterity and Buffs

Dexterity determines how fast you fire. The base formula for Attacks Per Second is 1.5 + 6.5 * (DEX / 75). This makes DEX an exponential scaler when paired with high ATT.

  • Damaging Buff: Increases your total damage per hit by 1.5x.
  • Berserk Buff: Increases your rate of fire (effective DEX) by 1.5x.

When both buffs are active, your DPS effectively doubles (1.5 * 1.5 = 2.25x multiplier), which is why Paladins and Warriors are essential for group play.

function calculateRotMG() { var minWep = parseFloat(document.getElementById("minDmg").value); var maxWep = parseFloat(document.getElementById("maxDmg").value); var att = parseFloat(document.getElementById("attStat").value); var dex = parseFloat(document.getElementById("dexStat").value); var def = parseFloat(document.getElementById("enemyDef").value); var shots = parseFloat(document.getElementById("numShots").value); var isDamaging = document.getElementById("damagingBuff").checked; var isBerserk = document.getElementById("berserkBuff").checked; if (isNaN(minWep) || isNaN(maxWep) || isNaN(att) || isNaN(dex) || isNaN(def) || isNaN(shots)) { alert("Please enter valid numeric values."); return; } // 1. Calculate Attack Multiplier // Formula: Multiplier = 0.5 + (ATT / 50) var attMult = 0.5 + (att / 50); // 2. Apply Damaging Buff if (isDamaging) { attMult = attMult * 1.5; } // 3. Calculate Raw Damage Range var rawMin = minWep * attMult; var rawMax = maxWep * attMult; var rawAvg = (rawMin + rawMax) / 2; // 4. Subtract Defense (with 15% floor) function applyDef(raw) { var reduced = raw – def; var floor = raw * 0.15; return Math.max(reduced, floor); } var finalMin = applyDef(rawMin); var finalMax = applyDef(rawMax); var finalAvg = (finalMin + finalMax) / 2; // 5. Calculate APS (Attacks per second) // Formula: 1.5 + 6.5 * (DEX / 75) var effectiveDex = dex; var aps = 1.5 + (6.5 * (effectiveDex / 75)); // Apply Berserk Buff if (isBerserk) { aps = aps * 1.5; } // 6. Calculate Final DPS var totalHitDamage = finalAvg * shots; var dps = totalHitDamage * aps; // Display results document.getElementById("results").style.display = "block"; document.getElementById("resHitRange").innerText = Math.round(finalMin) + " – " + Math.round(finalMax); document.getElementById("resAvgHit").innerText = finalAvg.toFixed(2); document.getElementById("resAPS").innerText = aps.toFixed(2); document.getElementById("resTotalHit").innerText = totalHitDamage.toFixed(2); document.getElementById("resDPS").innerText = Math.round(dps).toLocaleString(); }

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