DPS Calculator

Compare damage output across different ship configurations and combat scenarios.

Combat Settings

Shared combat settings applied to all ship configurations

Active Buffs

No buffs active

Buffs apply to all ships. Attack and Outgoing Damage are multiplicative, Crit Rate and Crit Damage are additive.

Skills
DoTs — Active Skill

No DoTs configured

DoTs — Charged Skill

No DoTs configured

Crit Multiplier:2.25x
Avg Damage / Round:8,706
Total Damage (20 rounds):174,111

Damage Over Time

Cumulative damage comparison across rounds. Burst ships climb fast then plateau; DoT ships ramp up over time.

1234567891011121314151617181920Round045k90k135k180kCumulative Damage
  • Ship 1

DPS Comparison

This visualization shows DPS values at 100% crit rate for different attack values (relative to your current attack) and crit damage percentages. The contour lines show combinations of attack and crit damage that produce equal DPS values. Follow these lines to find stat combinations that result in the same damage output.

DPS Analysis Heatmap

0255075100125150175200225250275Crit Damage (%)0k5k10k15k20k25k30kAttack
< 20% max DPS
20-40% max DPS
40-60% max DPS
60-80% max DPS
80-100% max DPS
100-125% max DPS
125-150% max DPS
> 150% max DPS

Defense Penetration

Shows how defense penetration affects damage increase for different enemy defense values. Hover over the lines to see exact values.

Damage Increase by Defense Penetration

0204066Defense Penetration (%)050100150200Damage Increase (%)
3k Defense
5k Defense
10k Defense
12k Defense
15k Defense
20k Defense

About the Simulation

The simulator models combat round-by-round. Each round, your ship fires either its active or charged skill (if configured). Damage is calculated as:

Direct = Attack × CritMultiplier × (1 - DamageReduction%) × SkillMultiplier% × (1 + OutgoingDmg%)

DoT effects (corrosion, inferno, bombs) bypass enemy defense entirely. Corrosion deals a percentage of the target's HP per stack. Inferno and bombs deal a percentage of the attacker's attack stat. Bombs detonate after a countdown period.

All DoTs stack permanently and tick on the turn they are applied.