Weapon DPS
Overview
Weapon DPS is a stat which is used as bases for physical skill attack damage. Weapon DPS belongs to either the Melee or Ranged implementation, based on weapon type or item slot. See Direct Skill Damage Calculation. This stat is shown in 2 ways on weapons:
- directly as xxx.x DPS, where the number is rounded to 1 decimal precision.
- by minimum/maximum as xxx - xxx <damage type> Damage, where the numbers are rounded to a whole number.
Weapon DPS is a progression by item level. Both progression and item level are settings in the weapon.
Minimum/Maximum Damage
These are the limits, between which a normal attack's base damage number is rolled by chance.
The Maximum Damage is very important here, because it's always used in the damage calculation when you score a Critical Hit.
Minimum/Maximum numbers are derived from DPS, by a Variance percentage, which is a setting in the weapon. All weapon variances are currently set to 0.25(25%). Basically this works like Minimum = (1-Variance) * Maximum, where DPS is exactly in the middle, so 0.25/2 = 0.125(12.5%): DPS = 0.875 * Maximum. For this situation of 25% it follows that the Maximum Weapon Damage = DPS / 0.875 and from there you can calculate the minimum (* 0.75).
These formulas work for general use:
Minimum Weapon Damage = ((2-2*Variance)/(2-Variance)) * Weapon DPS --> with Variance = 0.25: 6/7 * Weapon DPS Maximum Weapon Damage = (2/(2-Variance)) * Weapon DPS --> with Variance = 0.25: 8/7 * Weapon DPS
Base Progression

The base progression for Weapon DPS is the Standard Progression Damage plus 8% (1.08*). Acquiring new weapons and reforging legendary items are simply points of catch-up to this base progression.
| cLvl | Progression | |
|---|---|---|
| min | max | |
| 1 | - | 1.08 * Standard Progression Damage (Base Value = 2) |
See these release notes for the reason of the +8% adjustment: Update 37.1 - Wednesday September 13, 2023.
Speculating, what happened is that they changed all weapon Variance settings to 25%, which was lower than before (up to 45% for bows). The average for rolls by chance was not altered by this (DPS number), but critical & devastating hits are all based on the Maximum Damage number, which became lower because the Variance became lower.
Item Base Points Scheme
The Base Progression is by character level, so this is converted by a points scheme into an item level progression:
| Point Index | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
| Parent Level (cLvl) | 1 | 50 | 60 | 65 | 75 | 85 | 95 | 100 | 105 | 105 | 106 | 115 | 116 | 120 | 121 | 130 | 131 | 140 | 141 | 150 | 151 | 160 | 161 | 170 |
| Scheme Level (iLvl) | 1 | 50 | 60 | 65 | 75 | 125 | 175 | 200 | 222 | 300 | 301 | 350 | 351 | 400 | 401 | 450 | 451 | 500 | 501 | 550 | 551 | 600 | 601 | 650 |
Modification Percentages
These percentages are all individual multipliers to the Base Progression's value (they all multiply separately, so they are not added together).
Weapon Category
Categories are based on the number of hands needed to use the weapon and a qualification of the origin of acquirement.
| Category | % | * |
|---|---|---|
| Starter One/Two-handed | -20% | 0.80 |
| Vendor One-handed | -10% | 0.90 |
| Normal One-handed | base | 1.0 |
| Vendor Two-handed | +20% | 1.20 |
| Normal Two-handed | +40% | 1.40 |
Starter weapons are the ones which a new player gets at the start of the game and these vary by character class. An example is the one for Champions and Burglars: Table Knife
Vendor weapons can be bought from various weapon traders in major quest hubs at lower levels. One such item: Heavy Round-head Mallet (Level 48)
All other weapons are "Normal".
Ranged: One-handed includes Javelins and Two-handed includes Bows and Crossbows.
DPS base progressions, modified to Category, are completely pre-calculated in client data, with item level as index.
Item Quality
Item Quality is a setting in the weapon item and all quality settings give a boost, except for common/white items.
| Quality | % | * |
|---|---|---|
| Common | base | 1.0 |
| Uncommon | +2% | 1.02 |
| Rare | +4% | 1.04 |
| Incomparable | +8% | 1.08 |
| Legendary | +12% | 1.12 |
Legendary items are always of the Legendary/Epic quality.
DPS base progressions, as pre-calculated in client data, include percentage data by quality. The quality modification is actively calculated by the game.
Stat Calculation
Firstly, in principle, internal calculation results in the game client are not being rounded, because it would take processor time. This in contrast with (pre-calculated) numbers in client data, which are not restricted by this. Also, the game calculates with 32bit floating point numbers.
The number for DPS in the weapon's tool tip shows only rounded for display. A value of 0.0002 is first added to the internal value, before it's rounded and shown. This is a normal procedure in the game.
See Also
- Weapon DPS, Tactical Damage Rating, Tactical Healing Rating.
- Weapon damage stats can be calculated by CalcStat.