Brotato 1.1.15.4 · published method
DPS methodology and sources
What the site’s expected DPS number means, how the attack cycle is calculated, and where the model stops.
The headline metric
Expected primary-target DPS (before enemy armor)
The metric starts with direct weapon damage, applies the weapon’s scaling coefficients and the player’s relevant stats, applies % Damage, and includes the expected contribution from critical hits. For ranged weapons, all listed projectiles are counted on the assumption that they connect with the same primary target.
Damage per trigger is divided by the full expected attack cycle. That cycle includes shooting animation time and the expected cooldown wait.
It excludes enemy armor, misses and spread, overkill, later pierce or bounce targets, burning, explosions, spawned attacks, on-hit effects, and conditional target bonuses. Those are not silently folded into the headline number.
Crit is an expected value
The calculator does not make a random crit roll. It weights the normal and critical outcomes by the final crit probability:
expected hit = (1 − p) × normal hit + p × critical hit
This gives the long-run average contribution of crit while preserving the game’s integer rounding for critical-hit damage.
Cooldowns use 60 ticks per second
Weapon cooldowns are tick counts, with 60 ticks equal to one second. Positive Attack Speed divides the base cooldown by 1 + attack speed; negative Attack Speed multiplies it by 1 + its absolute value. The result is truncated with a two-tick minimum.
The model then adds the weapon’s shooting duration and uses the mean randomized wait for a steady-state cycle. Every-Nth-shot reload timing is averaged across that cycle where it applies.
How weapon rankings work
Rankings are computed separately for each character using that character’s modeled stat line, weapon rules, and usable tiers. Weapons are ranked within weapon kind, never across melee and ranged.
Melee and ranged weapons have different real uptime: movement, closing distance, attack geometry, and projectile travel affect how often damage connects. A combined ranking would imply those conditions are comparable when they are not.
Known limits
This is not a claim of actual run DPS
Real-world DPS depends on target count, geometry, enemy armor, and movement. The model does not simulate those factors, and Brotato Builds does not claim to.
The number is a controlled comparison: expected direct damage to one primary target per second under the assumptions above. It is useful because the boundary stays the same from one weapon to the next.