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.

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.