DPS Calculator
Calculate weapon damage per second (DPS) for all weapon types. Compare attack patterns, analyze damage output, and find the most effective weapons for your playstyle.
Weapon DPS Analysis
Select weapons to compare their damage output and attack patterns
Attack Mode
Filter which attacks are counted in the DPS calculation. Light attacks are fast swings and stabs; heavy attacks are charged or signature moves.
Combat Settings
Select Weapons to Compare (Max 4)
Build a Custom Attack Rotation
Want to drag-and-drop your own combo and see exactly how each sequence performs? The Combat Sequence DPS tool lets you chain specific attacks — Swing Left, Thrust, Vortexstrike — and instantly compare rotations to find your highest-DPS combo.
Open Sequence Builder →How Weapon Damage Works in Hytale
Theoretical vs. Real DPS
There are two numbers that matter when judging a weapon: the theoretical DPS (raw damage divided by attack timing) and the stamina-limited real DPS. A Longsword with fast swings looks impressive at 18 theoretical DPS, but once stamina costs kick in during a sustained fight, that number drops closer to 12. The difference is especially noticeable in boss fights where you can't afford to stop and wait.
Damage Types Matter
Hytale uses four damage types: Physical, Fire, Ice, and Nature. Enemies in Zone 2 tend to have higher physical resistance — a Crude Axe hitting for 16 physical damage might effectively land closer to 11 against armored Outlanders. Switching to a weapon with Nature or Fire components (like the elemental weapons) bypasses that resistance, making them worth keeping around even if the raw DPS looks lower.
Stamina and Combat Rhythm
Stamina regenerates at roughly 20 per second by default. A standard swing costs around 10–15 stamina, a charged attack 20–25. This means you can chain about 3–4 normal attacks before stamina forces a half-second pause. Weapons with fewer but heavier attacks (like clubs) fit a burst-then-dodge rhythm better than quick-strike swords, which punish you if you keep swinging without watching the stamina bar.
Weapon Type Breakdown
| Weapon Type | Attack Speed | Typical Base Damage | Stamina per Hit | Best Use Case |
|---|---|---|---|---|
| Sword | Fast (1.5 hits/s) | 6–14 physical | ~10 | General purpose, Zone 1 mobs |
| Longsword | Medium (1.2 hits/s) | 8–20 physical | ~12 | Sustained fights, reaches further |
| Axe | Medium (1.0 hits/s) | 8–16 physical | ~13 | Charged attacks for burst windows |
| Club | Slow (0.9 hits/s) | 4–20 physical | ~15 | Burst damage, crowd control |
| Spear | Medium (1.3 hits/s) | variable | ~12 | Range advantage, thrust attacks |
| Bow | Slow (0.8 hits/s) | projectile | ~10 | Ranged, safe aggro management |
| Crossbow | Very Slow (0.6 hits/s) | projectile | ~10 | High single-shot damage, safe range |
How to Use This Calculator
Choose an Attack Mode
Pick All Attacks, Light Only (fast swings and stabs), or Heavy Only (charged and signature moves). This filters which moves count toward the DPS number — useful when you know you'll only use one type in a given fight.
Set Your Combat Context
Enter your player level (1–50) and stamina stats. A fresh character sits at 200 stamina and 20 regen/sec. These numbers shift the real DPS calculation significantly — don't skip this step.
Add Active Buffs
Check any buffs that apply to your typical combat situation. Strength Potions add 20% damage and are worth including if you brew them regularly. Haste (+15% attack speed) has a noticeable effect on fast weapons but less impact on slow clubs.
Select Weapons to Compare
Pick up to 4 weapons. The dropdown shows DPS next to each name. Filter by type (Axe, Sword, etc.) to narrow down — cross-type comparisons can be misleading without context.
Read Per-Attack DPS
Each attack in the breakdown now shows its own DPS — this tells you which moves carry the rotation and which are filler. A high-damage attack with a long wind-up can drag overall DPS down even if it looks impressive in isolation.
Common Questions
What is the Attack Mode filter and when should I use it?
Attack Mode lets you focus the DPS calculation on just the moves you'll actually use. "Light Only" shows the DPS if you stick to fast swings and stabs — useful for skirmishes where you're constantly dodging and can't afford the full wind-up on heavy moves. "Heavy Only" shows what you'd get spamming charged attacks during a burst window, like after stunning a boss. "All Attacks" gives you the average across the full kit.
Why does my Crude Axe sometimes show higher DPS than an Iron Sword?
The Crude Axe's charged attack (16 physical) is a significant spike when you can land it. If the stamina settings favor burst over sustained output — say, a small stamina pool — the axe's rotation can edge out the sword's rapid small hits. In practice, against fast-moving enemies, the sword often recovers that lead.
Should I use Theoretical DPS or Real DPS when comparing?
Real DPS is almost always the better number for making decisions. Theoretical DPS is useful for comparing weapons of the same type, but the moment stamina enters the picture — which is every fight that lasts more than 10 seconds — you want the Stamina-Limited figure.
Do damage types like Fire or Nature show up in the DPS calculation?
Yes — the calculator sums all damage types (Physical + Fire + Ice + Nature) for each attack. Elemental weapons with lower physical damage but significant elemental components can outperform all-physical weapons against enemies with physical resistance.
What's the randomModifier field and does it affect the result?
Each attack has a randomModifier that adds variance — a 0.2 modifier means up to ±20% on that attack's damage. The DPS calculator uses the base values, which reflects your average expected output. For boss planning, mentally subtract 10% to account for unlucky rolls.
